I Passive. The creature is equipped with some kind of natural weapon which deals 3 points of damage, instead of the usual 2 for unarmed attacks. II Passive. The creature’s natural weapon deals 4 points of damage. III Passive. The creature’s natural weapon deals 5 points of damage. The natural weapon now has the quality Long, allowing the creature to perform a Free Attack at the start of a combat against enemies with shorter weapons. Poisonous The creature’s unarmed attack or Natural Weapon is poisonous and each hit that wounds an enemy will also poison it, unless the victim succeeds with a [Strong←Cunning] test. The poison's effect can be cancelled if someone applies an antidote to the wound and succeeds with a Cunning test. I Passive. The poison is weak and deals 2 points of damage for 2 turns. II Passive. The poison is moderately strong and deals 3 points of damage for 3 turns. III Passive. The poison is strong and deals 4 points of damage for 4 turns. Poison Spit The creature is not just Poisonous; it can also spit venom at its enemies. The poison attack is performed just like an ordinary ranged attack; if hit the victim must pass a [Strong←Cunning] test to avoid being posioned. The venomous spit counts as a ranged attack. The poison's effect can be cancelled if someone applies an antidote and succeeds with a Cunning test. Poison Spit requires that the creature has the Poisonous trait at the same level or higher. I Active. The poison is weak and deals 2 points of damage from 2 turns. II Active. The poison is moderately strong and deals 3 points of damage for 3 turns. III Active. The poison is strong and deals 4 points of damage for 4 turns. Regeneration The creature spontaneously heals, without needing to spend either time or power to do so. However, the creature has a weakness, a specific type of damage that it cannot regenerate (which, of course, can be healed in other active ways). The creature must choose a weakness related to some kind of damage it cannot heal automatically. Choose between magical weapons, elemental energies (fire or acid) and damage from either holy or unholy attacks. I Passive. Regenerates 2 Toughness per turn. II Passive. Regenerates 3 Toughness per turn. III Passive. Regenerates 4 Toughness per turn. Robust The creature is bigger and tougher than usual, and can only wear modified light armor. I Passive. The creature ignores 2 points of damage from each hit, in addition to any Armor it may wear. Once per turn, the creature deals an additional +2 points of damage with one of its melee attacks. The creature's Defense is calculated from the basis of [Quick−2]. II Passive. The creature ignores 3 points of damage from each hit, in addition to any Armor it may wear. Once per turn, the creature deals an additional +3 points of damage with one of its melee attacks. The creature's Defense is calculated from the basis of [Quick−3]. III Passive. The creature ignores 4 points of damage from each hit, in addition to any Armor it may wear. Once per turn, the creature deals an additional +4 points of damage with one of its melee attacks. The creature's Defense is calculated from the basis of [Quick−4]. Spirit Form The creature is a spirit; it is immaterial and can neither affect nor be affected by physical effects. A spirit whose Toughness is brought down to 0 is banished from the area for a shorter or longer period of time. Spirit Form gives access to the Alternative Damage, Manifestation and Terrify monstrous traits. I Passive. The creature can pass through barriers without problem, but cannot cross water even by bridges, boat or air. The spirit suffers half damage from weapon attacks. Alchemical effects on weapons and mystical powers deal full damage. Magical weapons deal full damage, as well. II Passive. The spirit suffers half damage from weapon attacks, alchemical/mystical attacks as well as from magical weapons. III Passive. Only mystical powers and magical weapons can harm the spirit, and then only with half damage. Swarm The creature is a collective, its mind spread among a swarm of bodies. The creature cannot be destroyed unless the entire swarm is obliterated. I Special. The swarm suffers half damage from all attacks. If the swarm is damaged, and is brought down to below half its Toughness, the survival 200
instinct of the separate parts of the swarm takes over and its instincts cause the rest of the swarm to flee. A mental attack (where the swarm uses its Resolute to defend itself) affects the entire swarm. II Special. The swarm suffers half damage from all attacks. If the swarm suffers damage from a single attack that exceeds its Pain Threshold, the survival instinct of the separate parts of the swarm takes over and its instincts cause the rest of the swarm to flee. Also, the swarm may make two attempts to resist mental attacks (where the swarm uses its Resolute to defend itself). III Special. The collective mind of the swarm controls it, so that it only suffers a quarter of any damage taken from attacks. The swarm’s cohesion is complete, and the swarm does not have to flee unless the overall intellect chooses to do so. The swarm may make two attempts to resist mental attacks (where the swarm uses its Resolute to defend itself). Terrify The creature can strike terror into the heart of one or more creatures. Terrify requires that the creature has the monstrous trait Spirit Form. I Active. The creature’s gaze forces a single victim to make a [Resolute←Resolute] test, or automatically spend both of its actions backing away. If the victim cannot back away, it will defend itself in desperation, but cannot compel itself to attack. The victim may make a test each turn, trying to shrug off the fear. II Active. The creature’s horrific shriek forces everyone that is nearby to make a [Resolute←Resolute] test, or automatically spend both of their actions backing away. If the victims cannot back away, they will defend themselves in desperation, but cannot compel themselves to attack. The victims may make a test each turn, trying to shrug off the fear. III Free. As II, but the victims do not defend themselves against attacks, fleeing if possible, cowering in place if not. The victims may make a test each turn in order to shrug off the paralyzing fear. Undead The creature is a spirit trapped inside a dead body. The spirit controls the slowly decaying corpse and is banished when the body is destroyed. I Passive. The undead creature is not affected by poison or diseases, but takes the usual damage from physical effects except that the Pain Threshold is not used (pain and shock do not affect the walking corpse). The walking corpse does not heal naturally and is not affected by alchemical healing elixirs, but must instead eat raw meat (living or recently killed) or drink blood to heal, each point of Toughness that the creature consumes heals it by 2 points of Toughness. II Passive. The walking corpse suffers only half damage from ordinary physical effects, such as weapons or elemental damage. Mystical powers that ignore Armor deal full damage as usual. III Passive. The walking corpse suffers only half damage from alchemical and mystical effects as well, but takes full damage from magical weapons and holy effects. Web The creature can spin tough webs and use them either passively or actively to capture its prey. I Passive. The threads of the web force all who pass through it to make a [Quick←Cunning] test or get stuck. To get free requires a successful [Strong← Cunning] test, with one test being made each turn. A captured creature cannot move and must roll twice when attempting to perform any Actions – the attempt fails if either of these tests are unsuccessful. II Active. Besides passive, pre-fabricated webs (as level I), the creature can now throw a net at an enemy as an Action. The victim can avoid the attack if it makes a successful [Quick←Accurate] test. A captured creature must succeed with a [Strong← Cunning] test in order to break free, with one test allowed per turn. A captured creature cannot move and must roll twice when attempting to perform any Actions – the attempt fails if either of these tests are unsuccessful. III Active. The net is almost alive and obeys its creator; it has the passive ability to capture creatures (as level I) but the net can also strike out with up to three (3) threads per turn, with the same effect as level II. Wings The creature is equipped with wings of some kind (either bird or insect-like) and has a more or less developed ability to fly. I Passive. The creature can fly during its Movement Action, and therefore avoid Free Attacks when passing over an enemy. II Passive. The creature can hover, meaning it can stand still in midair, out of reach from any melee attacks. To hover does not count as an Action. III Passive. The creature can make sweeping attacks; it can use a part of its movement before an attack, and the rest afterwards. This way, it does not become bogged down in melee combat, while still being able to perform melee attacks itself. 201 MONSTERS 22 Writings of unknown origin, which the Order Masters of Thistle Hold have been heard to argue about – is it a map, or possibly an instruction on how to grow Silver Lilies?
Monsters & Adversaries This chapter presents about thirty monsters and adversaries that are more or less commonly encountered in Ambria and Davokar. To make it easier for the Game Master to see how they are connected, the creatures are sorted by family (for instance elves, predators and abominations). The families are in turn related to the creature categories described in previous chapters. Elves Category: Cultural being According to barbarianmyths the elves arrived in the region north of the Titans as late as at the time of Symbaroum’s downfall; some even say that it was the elf prince Eneáno who planted the forest of Davokar, hoping to bury the blight-stricken land of the fallen empire. Whatever the truth may be, the elves currently living in Davokar regard themselves as the guardians of the woods. And with reference to ancient treaties they demand that both barbarians and Ambrians must stay clear of Davokar’s depth and all of Symbaroum’s ruins. Every violation of these treaties is regarded as an act of war. When the Ambrians arrived in the region they had little knowledge about elves, and the common man still believes that elves in diverse life stages are widely different kinds of creatures. However, conversations with witches and the few elven emissaries that have arrived in Yndaros suggest that the elves live their life in a number of phases, separated by periods of dormancy during which the elf undergoes both physical and mental changes. It is also indicated that only some survive the dormancy, while the majority wither away and die before waking up to the next phase. In other words: even if there are a number of now living elves who were around at the time of Symbaroum’s fall, they are for the aforementioned reasons few and almost impossible to communicate with. This section introduces the first three life phases of the forest people. There also exist older elves, but they are largely unknown to the Ambrians and, additionally, highly disputed. Most authorities agree that the life span of the elves includes at least four, possibly five phases. If so, the fourth phase would consist of the allegedly reclusive Winter Elves; the fifth of an very small number who survive their fourth dormancy and awaken as extremely powerful beings, for instance 202
203 MONSTERS & ADVERSARIES 23
Spring Elf Race Elf Resistance Weak Traits Long-lived Accurate 10 (0), Cunning 10 (0), Discreet 15 (−5), Persuasive 9 (+1), Quick 13 (−3), Resolute 7 (+3), Strong 5 (+5), Vigilant 11 (−1) Abilities None Weapons Accurate Dagger 3 (short), Bow 4 Armor None Defense −3 Toughness 10 Pain Threshold 3 Equipment Nothing of value Shadow Bright green, like the leaves on a baby birch (corruption: 0) Tactics: The spring elves keep their distance and attack the enemy with their bows, or else try to lure victim into varying kinds of traps or ambushes. Early Summer Elf Race Elf Resistance Ordinary Traits Long-lived Accurate 10 (0), Cunning 10 (0), Discreet 11 (−1), Persuasive 5 (+5), Quick 13 (−3), Resolute 9 (+1), Strong 7 (+3), Vigilant 15 (−5) Abilities Acrobatics (novice), Marksman (adept), Sixth Sense (novice) Weapons Vigilant/ Accurate Bow 5, Spear 4 (long) Armor Woven Silk 2 (flexible) Defense −3 Toughness 10 Pain Threshold 4 Equipment Herbal cure, a dozen arrows Shadow Luscious green (corruption: 0) Tactics: The elves of early summer trust in their bows and only use the spears when absolutely necessary. In close combat they use Acrobatics to withdraw from melee, in order to take advantage of the spear’s length again and again. the daunting Aloéna on Karvosti. But this theory is far from being regarded as fact. Instead there are those who argue that Aloéna and others like her have no relation to the elves; that they are a separate race of ancient individuals, that they are earth-bound demigods or that they are embodied forces of nature. Fairy (Spring Elf) During the first phase of its life the elf is characterized by a playful curiosity and a cautiousness which has made the elf experts at Ordo Magica compare them to kittens. The phase is assumed to last for about fifty years, during which the fairy grows about four feet tall. It should also be noted, that to the extent that the elf experts’ metaphor is correct it must refer to the offspring of a dreadfully cruel predatory cat – the spring elves love to subject both their elder siblings and unsuspecting humans to mean pranks; pranks which seem to cause more giggles and merriment the nastier they are. The fairies almost never leave the safety of the forest. On some singular occasions there have been reports describing encounters with elven patrols including one or two fairy scouts, but mostly they gather in large packs and avoid contact with their elders. However, one might wonder if the situation is about to change. Some malicious treasure hunters have trained to become fairy-hunters instead, seeking to collect the allegedly miraculous hair, 204 A lone summer elf equipped with a bow may be all it takes to stop a human expedition into the wilds, and force its surviving members to run for the forest edge.
Late Summer Elf Race Elf Resistance Challenging Traits Long-lived Accurate 15 (−5), Cunning 10 (0), Discreet 11 (−1), Persuasive 9 (+1), Quick 10 (0), Resolute 13 (−3), Strong 7 (+3), Vigilant 5 (+5) Abilities Marksman (master), Man-at-arms (adept), Polearm Mastery (master) Weapons Vigilant/ Accurate Bow 5, Spear 5 (long) Armor Lacquered Silk Cuirass 4 (flexible) Defense 0 Toughness 10 Pain Threshold 4 Equipment Herbal cure Shadow Deep green (corruption: 0) Tactics: The elves of late summer prefer to use their bows, but if it comes to close combat they do not mind standing in the front line, keeping the enemies in check with their spears while other elves fill them full of arrows. Autumn Elf Race Elf Resistance Strong Traits Long-lived Accurate 9 (+1), Cunning 13 (−3), Discreet 10 (0), Persuasive 11 (−1), Quick 5 (+5), Resolute 15 (−5), Strong 7 (+3), Vigilant 10 (0) Abilities Loremaster (master), Medicus (master), Mystical Power (Bend Will, master), Mystical Power (Larvae Boil, master), Ritualist (master) Weapons Accurate Sword 4 Armor Woven Silk 2 (flexible) Defense +5 Toughness 10 Pain Threshold 4 Equipment 10 Herbal cures Shadow Yellow and red as the autumn leaves, with faint streaks of rusty brown (corruption: 2*) Tactics: Autumn elves lead their siblings from a distance, supporting allies with their mystical powers. ears and nails of the spring elves. It is difficult and dangerous work, since the fairies leave few traces of their whereabouts and often are cunning enough to transform the hunter into their prey. On the other hand, anyone who manages to capture a group of spring elves can expect to earn a small fortune when selling the harvest to alchemists in Thistle Hold. Elfling (Summer Elf) Those who awaken after their first dormancy and enter the life phase of the Summer Elf are a still curious but not nearly as cautious group. The Elflings are known as hot-tempered, aggressive and impulsive, bordering on foolhardy. Up to fiveand-a-half-feet tall, nimble as mare cats and with about 150 years to train, they develop into skilled warriors, qualified to take on any human fighter. The Elflings make up the backbone of Davokar’s defense force, weakly armored but equipped with spears and bows. Most often they are led by an Autumn Elf, but sometimes their impatience makes them renounce the guidance of older siblings. Such war bands, consisting of between ten and thirty elven hotheads, always prefer attack over defense and may very well assault villages in the lowlands instead of their normal targets: outposts, caravans and free settlers in the woods. Elf (Autumn Elf) It is said that the dormancy between summer and autumn can be as long as fifty years. The elves who wake up are both taller and much more even-tempered than their younger kinsmen – as the elf expert Master Goncai in Thistle Hold has described it: “The Autumn Elf is old enough to appreciate the seriousness of the world, yet still young enough to care about the march of time”. It is elves in the autumn phase that assumes the responsibility of leadership and that communicate with the outside world, as for instance the envoy Elori in Yndaros or Gealóna who has been permitted to live and work at the Ordo Magica chapter in Agrella. According to some approximations the elven autumn lasts up to about the age of four hundred years. During that time the elf grows seven feet tall, very powerful and often equally wise. It is evident that their opinions vary with regard to the Ambrians, since some are seen leading hordes of Elflings in attacks against Ambrian settlements while others engage in more diplomatic relations or even collaborations. But regardless of how they feel about humans, the autumn elves are formidable opponents for anyone who makes them angry, not least due to their deep understanding of how to manipulate the mystical energies of the world. Weapons, Armor and Defense The stat blocks in this section present values for weapons, Armor and Defense based on the traits and abilities of the creatures. You still have to study the specific traits and abilities to understand what kind of actions the creature can perform, but the damage, Armor and Defense values already include any effects from such characteristics. Finally, note that below the header Weapons an attribute is mentioned. This is the attribute the creature (most often) uses when attacking, again based on which abilities it has. 205 MONSTERS & ADVERSARIES 23 *Thanks to mystical protection while learning the rituals
206
Trolls Category: Cultural being Among Ambrians the troll is the epitome of Davokar’s many horrors. If you are to believe the stories told at taverns and inns, the trolls are numerous but also a varied bunch of creatures, from human-sized brutes to virtual behemoths. That they are driven by hunger is evident, also that they seem to lack the fears and wariness of humans – two facts which make them prone to attack travelers and caravans in the wilds even if they are outnumbered. In sharp contrast to the Ambrian experience, barbarian legends speak of civilized trolls; trolls living in organized, underground villages; trolls that tunnel through the ground in search of jewels and metals, that weave magical fabrics and brew healing juices. But the special expert on the topic at Ordo Magica, Chapter Master Argoi in Kurun, maintains that even if that may have been true one or two centuries ago, a majority of today’s trolls are too aggressive to obey, compromise and reason – abilities that are a must in all civilized communities. Rage Troll Rage Troll is the Ambrian name for the most commonly encountered type of this beastly race. In height they are comparable with Ambrians and barbarians, but their bodily constitution is more similar to a bear’s, or perhaps even more to the type of grotesque bull that was seen pulling the enemy’s wagons during the Great War. Rage trolls can be encountered individually or in groups. The former are often described as extremely ravenous and aggressive, to the extent that they very well may attack fortified villages singlehanded. The ones living in groups are probably just as hungry and combative as their lone-wandering relatives, but they are not as reckless – maybe because they are wiser, maybe because they have allowed themselves to be disciplined by the group’s leader. Irrespective of the reason, there is no doubt that many a colony, outpost and caravan have been massacred by a posse of rage trolls led by some bellowing Liege Troll. Liege Troll Far more uncommon than the rage trolls are the terrors that the Ambrians call Liege Trolls. And that is a good thing! By all accounts these giants are about ten feet tall, shrewdly calculating and purposely brutal – towards humans and beasts as well as their own followers. Aside from a few questionable reports the liege trolls are never seen alone; they have gotten their name because they Rage Troll, famished Race Troll Resistance Ordinary Traits Long-Lived, Natural Weapon (I), Robust (I) Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 11 (−1), Resolute 10 (0), Strong 15 (−5), Vigilant 9 (+1) Abilities Berserker (adept) Weapons Accurate Claws 8 (short) Armor Troll skin 4 Defense +7 Toughness 15 Pain Threshold 8 Equipment None Shadow Bright red, like arterial blood full of life (corruption: 0) Tactics: The famished Rage Troll attacks one target at a time, until all of them are dead. Rage Troll, group-living Race Troll Resistance Challenging Traits Long-Lived, Natural Weapon (I), Regeneration (III), Robust (I) Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 10 (0), Resolute 11 (−1), Strong 15 (−5), Vigilant 9 (+1) Abilities Berserker (adept), Natural Warrior (novice) Weapons Accurate Claws 9 (short) Armor Troll skin 4 (regenerates 4 toughness/turn, except damage from fire or acid) Defense +7 Toughness 15 Pain Threshold 8 Equipment Lucky charm in the form of a human cranium Shadow Blood red (corruption: 0) Tactics: The group-living Rage Trolls attack in packs, trying to encircle the target. Then the berserker rage usually does the trick. 207 MONSTERS & ADVERSARIES 23 The barbarian legends about TrollMother Ognyx are very popular. They are thrilling, frightening and always end with the vicious and violent death of the taboo-breaking human.
always surround themselves with a court of about five to twenty devoted rage trolls, prepared to do anything for their master. In barbarian legends the liege trolls often come across as tribal leaders, indeed crude and domineering but with the ability to plan, organize and order the rage trolls about. Even if there may be some truth to that, there is nothing to indicate that they have any higher concerns than to fill their own bellies. Liege trolls do not build communities; they exploit their lesser siblings for personal comfort and in defense against other dangers in the forest – at least if one is to judge from the observations gathered by Master Argoi in Kurun. Arch Trolls The roaming titans commonly called Arch Trolls do not have much more than some facial features in common with smaller trolls. Furthermore, the scarce observations which have been written down disagree regarding everything except when describing them as having the height of between two and three men. Aside from that the arch trolls have been portrayed as being skinny or fat, crooked or stately, stupid or wise; some describe them as having horns, others as having long and greasy hair. The Ambrians and barbarians who claim to have encountered an arch troll and survived to tell about it all say that they have done so in one of two ways – either they have spun around and fled for their lives, or they have been let loose after having performed some kind of service. Regarding the latter, Grand Master Seldonio has transcribed an interview with a nameless fortune-hunter who claimed to have survived two arch troll encounters. The the first time he did so by answering a series of challening riddles; the second time by actually singing an exhausted yet irritatingly spirited arch troll to sleep. Liege troll Race Troll Resistance Strong Traits Armored (I), Long-Lived, Natural Weapon (I), Regeneration (III), Robust (II) Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), Persuasive 11 (−1), Quick 9 (+1), Resolute 10 (0), Strong 18 (−8), Vigilant 7 (+3) Abilities Alchemy (novice), Berserker (master), Exceptionally Strong (master), Natural Warrior (master) Weapons Accurate Claws 13 (short), 2 attacks at the same target 13/10 Armor Troll skin 7 (regenerates 4 toughness/turn, except damage from fire or acid) Defense +4 Toughness 18 Pain Threshold 9 Equipment Crude alchemical equipment, weak poison, weak antidote, jewelry and trinkets (1D10 thaler) Shadow Deep red with faint streaks of rust (corruption: 2) Tactics: The liege troll sends Rage Trolls forth to assess the strength of the opponent, then attacks the physically weakest target – preferably a mystic since they are both weak and dangerous. Arch troll Race Troll Resistance Mighty Traits Armored (III), Enthrall (III), Long-Lived, Natural Weapon (III), Regeneration (III), Robust (III) Accurate 11 (−1), Cunning 10 (0), Discreet 5 (+5), Persuasive 9 (+1), Quick 7 (+3), Resolute 16 (−6), Strong 18 (−8), Vigilant 10 (0) Abilities Alchemy (master), Berserker (master), Exceptionally Strong (master), Exceptionally Resolute (master), Iron Fist (master) Weapons Strong Claws 16 (long) Armor Troll skin 10 (regenerates 4 toughness/turn, except damage from fire or acid) Defense +7 Toughness 18 Pain Threshold 9 Equipment Alchemical equipment, 10 waybreads, Wraith Dust, Strong poison, Elixir of Life, Strong antidote, Eye Drops. Shadow Bluish red, like the anoxic blood of the deepest veins (corruption: 0) Tactics: The arch troll prefers to enthrall the target, hoping to learn more about it. If that is not possible it unleashes its destructive powers and claws its way through one opponent at a time. 208
209 MONSTERS & ADVERSARIES 23 Table 29: Monsters and Adversaries Family Being Variant Resistance Category Elves Spring Elf Weak Summer Elf Cultural being Early Summer Ordinary Late Summer Challenging Autumn Elf Strong Trolls Rage Troll Famished Ordinary Cultural being Group-living Challenging Liege Troll Strong Arch Troll Mighty Human adversaries Cultist Cult Follower Weak Cultural being Cult Leader Ordinary Brigand Robber Weak Robber Chief Ordinary Ranger Queen's Ranger Ordinary Ranger Captain Challenging Witchhunter Self-taught Witchhunter Weak Black Cloak Ordinary Treasure-Hunter Fortune-Hunter Weak Plunderer Ordinary Clan Warrior Village Warrior Ordinary Guard Warrior Challenging Spiders Etterherd Ordinary Beasts Tricklesting Ordinary Predators Mare Cat Ordinary Baiagorn Ordinary Beasts Aboar Challenging Reptiles Kanaran Challenging Beasts Lindworm Strong Winged creatures Violing Ordinary Beasts Dragon Fly Challenging Abominations Blight Born Blight Born Human Ordinary Abominations Blight Born Elk Ordinary Blight Born Aboar Strong Primal Blight Beast Mighty Undead Frost Light Weak Undead Dragoul Ordinary Necromage Challenging Cryptwalker Strong
210 Human Adversaries Category: Cultural being Acts of violence lie close at hand for both barbarians and Ambrians – the latter’s warring past and tendency to value the community over the individual corresponds to the barbarian clan culture and the harsh living conditions of Davokar. Thus, “Where the thoughts run out, the fists take over” is a suitable proverb for describing conflict management in both groups, except in situations where thoughts never enter the picture. Whether a human acts as a friend or a foe is of course determined by circumstances. For a person who does not hesitate to meddle with the corrupt powers of Davokar, the cultist may be a friend as likely as an enemy; the opposite applies to the witchhunter. Generally, one can say that no matter what alliances you have or what ideal you aspire to you will always make more enemies than friends – the people of the Davokar region are not often completely neutral and no one survives for long without aligning themselves with one faction or another. Cultist Humans who chose to explore and exploit the dark forces of Davokar are here assembled under the epithet of Cultist. Among the barbarians they have always existed – individuals or groups who violate the taboos of their clan in the hope of growing in strength and influence. And among the Ambrians it appears to be more and more common that people devote themselves to the darkness in order to gain an advantage in the struggle for resources, power and glory. According to rumor, cultists can be found within all ranks and regions in Queen Korinthia's realm, even if they are most common among fortune-hunters and free settlers close to or in the woods. The typical cult is characterized by a strict hierarchy, with a strong leader on top, surrounded and backed by a crowd of loyal followers. They often convene at locations with some
Cult Follower Race Human Resistance Weak Traits Bushcraft or Privileged Accurate 10 (0), Cunning 7 (+3), Discreet 15 (−5), Persuasive 10 (0), Quick 11 (−1), Resolute 5 (+5), Strong 9 (+1), Vigilant 13 (−3) Abilities None Weapons Accurate One-handed weapon 4 Armor Leather 2 (Impeding) Defense +1 Toughness 10 Pain Threshold 5 Equipment Cowl and mask, 1D10 shillings Shadow Braided silver and/or green with a few black strands (corruption: 2) Tactics: The average cult follower tries to flee if the odds are not in its favor or a leader is not there to whip him or her into battle. If the leader falls, most followers reassess the situation and make a run for it, while a few fight to the death with the fire of the fanatic. Robber Race Human or Goblin Resistance Weak Traits Bushcraft (human) or Shortlived (goblin) Accurate 10 (0), Cunning 5 (+5), Discreet 13 (−3), Persuasive 9 (+1), Quick 10 (0), Resolute 7 (+3), Strong 11 (−1), Vigilant 15 (−5) Abilities None Weapons Accurate One-handed weapon 4, Throwing weapon 3 Armor Crow armor 3 (cumbersome) Defense +4 Toughness 11 Pain Threshold 6 Equipment 1D6 throwing weapons, pouch of chewing resin, 1D10 ortegs Shadow Various shades of green (corruption: 0) Tactics: Robbers have learned to calculate the odds and will not attack if outnumbered – not even a strong leader can force them to attack a superior enemy. Cult Leader Race Human Resistance Ordinary Traits Contacts Accurate 9 (+1), Cunning 13 (−3), Discreet 11 (−1), Persuasive 15 (−5), Quick 5 (+5), Resolute 10 (0), Strong 7 (+3), Vigilant 10 (0) Abilities Leader (novice), Mystical power (Curse, adept), Ritualist (novice, Possess) Weapons Accurate Sword 4 Armor Woven silk 2 (Flexible) Defense +5 Toughness 10 Pain Threshold 4 Equipment Embroidered cowl and a ghastly mask, 1D10 thaler Shadow Brown with shades of purple, like an oily puddle (corruption: 4) Tactics: The cult leader hides behind his or her followers, leading them from a safe distance, but can engage the enemy if the Grand Plan hinges on it. Robber Chief Race Human Resistance Ordinary Traits Contacts Accurate 5 (+5), Cunning 7 (+3), Discreet 9 (+1), Persuasive 15 (−5), Quick 13 (−3), Resolute 10 (0), Strong 10 (0), Vigilant 11 (−1) Abilities Acrobatics (novice), Dominate (adept), Twin Attack (adept) Weapons Persuasive Sword and axe 4, 2 attacks on the same target Armor Crow armor 3 (cumbersome) Defense 0 Toughness 10 Pain Threshold 5 Equipment Broad-brimmed hat with colorful feather, 1D10 shilling Shadow Green with spots of copper (corruption: 0) Tactics: The leader of the outfit fights along with his or her fellow raiders; anything else would not be tolerated. However, he or she makes use of the Dominate ability to steer enemies to other targets. 211 MONSTERS & ADVERSARIES 23
kind of mystical connotation and on dates corresponding with meaningful natural phenomena – as for instance the blood cult exposed in Templewall in Year 19 by the Black Cloaks, which convened inside an old burial mound and always when the moon was new. Brigand Securing a job in Ambria is not easy; securing a well-paid job is even harder – these facts are the main reason why so many resort to robbery and theft. Anywhere where valuables are transported brigands may appear; they attack along the rivers, on the roads of the lowlands and not least in mountain passes or in the forests. Two of the most feared bands of brigands are based in the valleys of the Titans. One is led by the notorious Ice Witch, the daughter of Old Kadizar’s last Chieftain, the other by an ogre know as Mound who commands a brutal horde of goblins and rage trolls. Other examples are the highwaymen of the free settlement Entekka, who primarily raid caravans traveling between Thistle Hold and Karvosti, and the notoriously cruel Captain Bartolo, whose pirates attack convoys on Lake Volgoma and on the rivers Eanor and Eblis. Ranger The one who ventures into Davokar without having the proper Explorer’s License needs to be cautious. The Queen’s Rangers are tasked with patrolling the forest outskirts and sometimes make detours deeper into the woods. Such detours are most often made by a squad or a platoon of Rangers who have been tasked with investigating the veracity of certain rumors or to track down a particular beast that has attacked Thistle Hold, Kastor or some other border settlement. Irrespective of the purpose of their journey, they travel with the permanent duty to check up on everyone encountered in Davokar; those who do not have their license in order will be shackled, or put to death, if they struggle. The Rangers are selected from within the regular army; they are resilient, experienced in combat and skilled when it comes to moving silently through the wilds. Some Rangers are specialists in various areas – beast lore, legends or fighting certain types of enemies – and sometimes they travel in the company of experts such as master builders, cartographers or war mages from Ordo Magica. A squad of Rangers, led by some scarred captain, is truly a force to be reckoned with – something which many unlicensed treasure-hunters have had to experience... Queen’s Ranger Race Human (Ambrian) Resistance Ordinary Traits Bushcraft Accurate 11 (−1), Cunning 13 (−3), Discreet 10 (0), Persuasive 5 (+5), Quick 7 (+3), Resolute 9 (+1), Strong 10 (0), Vigilant 15 (−5) Abilities Loremaster or Medicus or Beast Lore (novice), Tactician (adept), Twin Attack (novice) Weapons Accurate Bow 4, Sword 4 and Dagger 3 Armor Woven silk 2 (flexible) Defense −4 Toughness 10 Pain Threshold 5 Equipment Scrolls (on area of expertise), a dozen arrows, waybread, 1 herbal cure (if Medicus 5 doses), 1D10 shillings Shadow Silver-shimmering (corruption: 0) Tactics: A Ranger always assesses its target and attacks the weakest spot. They are scouts first and foremost, not warriors, and will refrain from attacking if the odds are stacked against them. If so, they trail their target until the odds have shifted or reinforcements have arrived. Ranger Captain Race Human Resistance Challenging Traits Bushcraft Accurate 11 (−1), Cunning 13 (−3), Discreet 10 (0), Persuasive 5 (+5), Quick 7 (+3), Resolute 9 (+1), Strong 10 (0), Vigilant 15 (−5) Abilities Leader (adept), Tactician (master), Twin Attack (master) Weapons Cunning/ Accurate Fencing sword 5 (balanced) and sword 4 Long bow 4 (precise) Armor Lacquered Silk Cuirass 3 (flexible) Defense −4 Toughness 10 Pain Threshold 5 Equipment Map of the area, waybread, 2 herbal cures, 1D10 thaler Shadow Silver with streaks of gold (corruption: 0) Tactics: The experienced Ranger fights in the front line, setting the standard for others to follow. 212
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Self-taught Witchhunter Race Human Resistance Weak Traits Contacts Accurate 10 (0), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 9 (+1), Resolute 15 (−5), Strong 11 (−1), Vigilant 13 (−3) Abilities None Weapons Accurate Crossbow 5, axe 4 Armor Chainmail 3 (Impeding) Defense +3 (shield) Toughness 11 Pain Threshold 6 Equipment Book with prayers, tools for interrogations, 1D10 shilling Shadow Shiny copper with spots of corrosion (corruption: 1) Tactics: The witchhunter fires a bolt, then attacks the target with axe and shield – the target being an abomination, at least in the eyes of the witchhunter… Black Cloak Race Human (Ambrian) Resistance Ordinary Traits Contacts Accurate 10 (0), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 9 (+1), Resolute 15 (−5), Strong 11 (−1), Vigilant 13 (−3) Abilities Beast Lore (novice), Ritualist (novice, Holy Smoke), Steadfast (adept) Weapons Accurate Crossbow 5, sword 4 Armor Scalemail 3 (Impeding) Defense +3 (shield) Toughness 11 Pain Threshold 6 Equipment Book with prayers, tools for interrogations, incenses, 1D10 thaler Shadow Silver with blackened spots (corruption: 3) Tactics: The Black Cloak reveals abominations by the use of rituals, but if time is scarce he or she fires the crossbow and follows up with the sword. Better to slay an innocent than to see an abomination escape, such is the motto of a Black Cloak. 214
Witchhunter The Witchhunter is specialized in fighting abominations, cultists and other evils which draw their strength from the dark of Davokar. Some are nothing but charlatans – brutal, unscrupulous thugs who roam from village to village and collects pay to expose “the evil” behind everything from bad harvests to dried out wells and violent outbreaks of the flu; often some poor eccentric or outsider who is totally without blame. Others know what they are doing… The witchhunters schooled by, or belonging to, the order of the Twilight Friars and for whom the fight against the dark is a calling rather than a profession are feared by any and all. Among the worst things that could happen to an honest Ambrian is to be blamed for “walking in darkness”, which is why everyone is careful not to end up on their bad side. The witchhunters tend to be quick to take advantage of their position – wherever they roam they live and eat for free and can expect help with everything from the mending of clothes to the sharpening of weapons. As the famous Black Cloak Edo Adeio once expressed it: “I am the wall behind which the people may rest, I am the blade that mirrors Prios’ clearest light; who then am I to refuse the offerings made by those who want to be at my service?” Treasure-Hunter We make up many names for those we love; the same is true for the ones we detest. Call them treasure-hunters, fortune-hunters, explorers or grave robbers – many are the Ambrians who put their lives at risk in the hope of finding riches in the ruins of old Symbaroum. Nowadays most people have realized the foolishness in challenging Davokar singlehandedly, which is why almost everyone travels with at least four companions. But the composition of the groupings may of course vary considerably, from being made up of a handful of former peasants scratching for precious metals in the forest outskirts to disciplined expeditions led by Ordo Magica or some ambitious nobleman. The plunderers described below are of the brutish kind – groups of individuals who have managed to scrape together enough coin to buy an Explorer’s License and ventured into the woods hoping to find the mother lode. As they have risked everything they own, and maybe even taken loans from some shady moneylender, they are not likely to abandon their dig-site without a fight. For that reason it is probably true that in the outskirts of Davokar treasure-hunters are killed by competitors as often as they are by beasts, elves or local barbarians. Fortune-hunter Race Changeling, human or goblin Resistance Weak Traits Bushcraft (human), Long-lived (changeling), Short-lived and Pariah (goblin) Accurate 11 (−1), Cunning 10 (0), Discreet 9 (+1), Persuasive 5 (+5), Quick 10 (0), Resolute 7 (+3), Strong 15 (−5), Vigilant 13 (−3) Abilities None Weapons Accurate Spiked club 4, throwing knife 3 Armor Studded leather 2 (Impeding) Defense +1 (shield) Toughness 15 Pain Threshold 8 Equipment Lucky charm, dice set, 3 throwing knives Shadow Green or copper (corruption: 0) Tactics: The fortune-hunter flings his or her throwing knives from behind the shield, and enters into melee when the knives run out, or if the enemy forces him to do so. 215 MONSTERS & ADVERSARIES 23 Plunderer Race Ogre Resistance Ordinary Traits Long-lived, Robust (I) Accurate 5 (+5), Cunning 10 (0), Discreet 9 (+1), Persuasive 10 (0), Quick 13 (−3), Resolute 11 (−1), Strong 15 (−5), Vigilant 7 (+3) Abilities Iron Fist (novice), Two-handed force (adept) Weapons Strong Two-handed hammer 8 Armor Tough skin and Leather 4 (Impeding) Defense +1 Toughness 15 Pain Threshold 8 Equipment Sack with putrid food Shadow Crimson red (corruption: 0) Tactics: The plunderer marches straight into battle, hungry for loot and coin.
Clan Warriors For the barbarian clans of Davokar fighting is as natural as breathing. From childhood both girls and boys are trained to use the weapons of the clan, most often axe or spear in combination with a shield. With the possible exception of the now mercantile clan of Odaiova, fighting skills are the most highly respected ability among the barbarians – the chieftains almost always gain their position by proving themselves in combat. Every village has many capable warriors and the best of them are selected to be part of the chieftain’s guard. And almost all of them nurture the dream of one day being chosen to represent the clan in the Guard of the Slumbering Wrath on Karvosti. Thanks to taboos you seldom encounter clan warriors anywhere but in the outskirts of the forest. However, the exceptions become more frequent with time. In Thistle Hold and Blackmoor there are numerous sellswords with a barbarian heritage, and there are also defectors from the clans who ignore the truths of old and venture deeper into the woods in search of ruins to plunder. The Warriors of the Clans If you take a closer look at the members of the Wrathguard you will see variations caused by the heritage of individual guards. The peculiarities most talked about in Ambria are displayed by the warriors of Baiaga and Karohar – the former fighting alongside their tame baiagorns, the latter armed with foot long claw-weapons and spear slings. But other clan warriors also have their quirks. For instance, the fighters of Gaoia use poisons to a greater extent than others and some of them master the ability to hurl venomous spiders at their adversaries. Among the fighters from clan Enoai you will find the renowned troll tamers, who have learnt how to subjugate and control rage trolls, for use as camp guards or as the vanguard in battle. To the above mentioned one should probably add the unverified rumors of the so-called Predator Clan. Judging by the tall tales, its rabid warriors are fired up on strong elixirs and outfitted with natural weapons created by the dark arts known as bone sculpting and flesh forging – horns, fangs, claws or limbs deformed into serrated bone scythes. Village Warrior Race Human (barbarian) Resistance Ordinary Traits Bushcraft Accurate 15 (−5), Cunning 5 (+5), Discreet 10 (0), Persuasive 7 (+3), Quick 13 (−3), Resolute 9 (+1), Strong 11 (−1), Vigilant 10 (0) Abilities Acrobatics (novice), Shield Fighter (adept), Steel throw (novice) Weapons Accurate Axe 5, shield bash 2 (chance to knock-down), throwing spear 4 Armor Bear pelt 2 (Impeding) Defense −3 (shield) Toughness 11 Pain Threshold 6 Equipment Hunting traps and fishing gear, wooden figurine (the clan’s spirit guardian), 3 throwing spears, 1D10 ortegs Shadow Blooming green (corruption: 0) Tactics: Village warriors are used to skirmish fighting and start by throwing their spears before gripping their axes. If the odds are declining, they withdraw from melee and back away while throwing additional spears at the enemy. Guard Warrior Race Human (barbarian) Resistance Challenging Traits Bushcraft Accurate 5 (+5), Cunning 10 (0), Discreet 10 (0), Persuasive 7 (+3), Quick 13 (−3), Resolute 9 (+1), Strong 15 (−5), Vigilant 11 (−1) Abilities Iron Fist (master), Man-at-arms (adept), Two-handed force (master) Weapons Strong Double-axe 11 (deep impact), ignoring Armor Armor Scalemail 4 (Impeding) Defense −3 Toughness 15 Pain Threshold 8 Equipment A wooden or metal beaker, wooden figurine (the clan’s spirit guardian), stone for sharpening the axe, 1D10 shillings Shadow Deep green (corruption: 0) Tactics: The warriors of the clan chieftain’s guard lead by example, engaging the enemy in close combat, striking them down and finishing them off with mighty blows of the axe. 216
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Spiders Category: Beasts In the tales of the barbarians, the spider comes off as one of Davokar’s most noble and powerful beings, at least from a historical perspective. The legend of the Spider King is well-known also among Ambrians – a ruthless warlord who ruled the woods some five centuries ago; member of a monstrous clan of spider-like humanoids and with a host comprised of spiders and various forms of amphibian creatures. Most stories suggest that it was the threat of the Spider King that motivated the barbarian clans to unite under a High Chieftain, and that their combined forces managed to crush his empire. The legend also implies that the monstrous clan still lives on in the depth of Davokar, and that there still exist giant spiders and toad-monsters descended from the monarch’s hordes. Connections have also been made to the skeletal statue in Thistle Hold 218
and to the rumored Predator Clan, but according to Ordo Magica there are no reliable accounts to support such assumptions. Instead, most believe that if there is any truth to the legend, both the clan of the Spider King and all of the larger spider races were eliminated in the campaigns of the first High Chieftains. Certainly, spiders still thrive in Davokar and they are indeed a serious threat, but they are not especially organized or intelligent. Etterherd The fist-sized Etterherd hunts in packs, poisonous enough to kill a grown man and aggressive enough to actually try. When the pack has made a kill the spiders dig into the corpse to lay their eggs. The carcass is later devoured from the inside and finally erupts when a new generation of etterherds is ready to see the light of day. The barbarians in the northern clans of Gaoia and Enoai have struggled with these packs for a long time, but the problem is spread throughout all of Davokar. In recent years, attacks on convoys traveling along the Doudram, Eanor and Malgomor rivers have become more and more frequent – the etterherds lay in wait in tree tops that lean out over the water and attack the warm bodies onboard boats passing underneath. Tricklesting The venomous Tricklestings build their colonies underground, often on the border between the barbarian hunting territories and the forest deep. Very little is known about these net-weaving hunters – they seem to be able to grow up to a meter in diameter, they are masters at moving silently, are skilled climbers and quicker than wolves over short distances. According to the witches they also possess some kind of primitive consciousness and can communicate with each other in a fully developed language based on whispers, hisses and clicking sounds. The tricklestings often hunt in packs of three to five spiders, either by sneaking up on solitary wanderers or by first trapping them in their sturdy nets. The nets are sometimes woven vertically between trees, difficult to detect in the dusk of the forest. At other times the vertical nets are used to lure the wanderer on a detour mined with nets spun on the ground and camouflaged with leaves and twigs. It should also be mentioned that the tricklestings are sometimes accompanied by etterherds who opportunistically attack prey rejected by the larger spiders. Etterherd Race Spider Resistance Ordinary Traits Natural Weapon (I), Poisonous (I), Swarm (II) Accurate 15 (−5), Cunning 10 (0), Discreet 11 (−1), Persuasive 7 (+3), Quick 13 (−3), Resolute 9 (+1), Strong 5 (+5), Vigilant 10 (0) Abilities None Weapons Accurate Bite 3, poison 2 for 2 turns Armor None Defense −3 Toughness 10 Pain Threshold 3 Equipment None Shadow Greenish purple (corruption: 1) Tactics: The spider swarm gathers around its prey, biting and biting until it is dead. Then the swarm is off to the next target to repeat the procedure. Tricklesting Race Spider Resistance Ordinary Traits Natural Weapon (I), Poisonous (I), Web (I) Accurate 13 (−3), Cunning 10 (0), Discreet 11 (−1), Persuasive 5 (+5), Quick 15 (−5), Resolute 7 (+3), Strong 9 (+1), Vigilant 10 (0) Abilities Acrobatics (novice) Weapons Accurate Bite 3, poison 2 for 2 turns Armor None Defense −5 Toughness 10 Pain Threshold 5 Equipment None, but their nets may contain interesting objects from earlier victims (value: 1 thaler per tricklesting) Shadow Greenish gray, like the beard lichens of the forest (corruption: 2) Tactics: The tricklesting uses its nets to capture prey animals, then dances around the target to flank it and kill it with bites. As the first one goes down, it continues to the next, and the next… 219 MONSTERS & ADVERSARIES 23 In the depth of Davokar, nets are spun by monstrous spiders that stem from the era of the Spider King – at least that is what the story-tellers claim.
Predators Category: Beasts Davokar is teeming with life, which of course is the primary reason why the barbarians choose to endure its perilous environment. However, accompanying the prey animals are a multitude of predators – beasts that often find themselves transformed into victims in the claws of trolls, abominations and others who happen to be larger than them. The barbarians have developed a culinary culture that makes them happy to reject a tender deer loin in favor of meat carved from predators – the more dangerous the predator, the finer the meal. It is, for example, said that High Chieftain Maiestikar refused to see anything but Hunger Wolves and Aboars on his plate. Mare Cat The Mare Cat is justifiably hated and feared in villages along the southern border of Davokar. They roam around in groups of around ten individuals and attack at night by squeezing through cracks in the walls or by tunneling under them. Unlike other feline predators, such as the huge Kotka or the Fey Beast, the furless mare cat is armed with a grievous venom secreted from glands above the fangs – a potent and highly concentrated toxin that commands a high price where it can be purchased. Lonely, outcast specimens have been sighted as far south as in Redina, but the mare cat is essentially a forest predator and the biggest populations outside Davokar can be found in the woods of Seragon and Mervidun. Baiagorn The bear-like baiagorn is not very big, nor very strong but is instead one of the most ferocious fighters of the woods. Typically it wanders alone but is not afraid to attack prey animals that are significantly bigger than itself; it never runs from danger and thanks to its hot temper it often emerges victorious from even the toughest fight. The Baiaga clan, which has taken its name from these hot-headed bear beasts, has developed a method for taming baiagorns and teaching them some level of control. Paired with a skilled human fighter a baiagorn can be most effective – the beast attacks and absorbs the first hits while the barbarian hangs back waiting for the enemy to expose a weak spot. But a lone bear is hardly enough to pose a threat to a skilled warrior; for that a she-bear with a handful of yearlings is probably needed. Baiagorn Race Beast Resistance Ordinary Traits Natural weapon (I), Robust (I) Accurate 10 (0), Cunning 10 (0), Discreet 9 (+1), Persuasive 5 (+5), Quick 7 (+3), Resolute 13 (−3), Strong 15 (−5), Vigilant 11 (−1) Abilities Berserker (adept) Weapons Accurate Claws 8 (short) Armor Bear fur 4 Defense +7 Toughness 15 Pain Threshold 8 Equipment None Shadow Green as last year’s pine needles (corruption: 0) Tactics: A calm baiagorn is a careful creature, but if agitated or wounded it transforms into a roaring, foaming storm of claws that attacks its closest enemy or prey. Mare Cat Race Beast Resistance Ordinary Traits Natural Weapon (II), Poisonous (I) Accurate 11 (−1), Cunning 9 (+1), Discreet 15 (−5), Persuasive 5 (+5), Quick 13 (−3), Resolute 10 (0), Strong 7 (+3), Vigilant 10 (0) Abilities Acrobatics (novice) Weapons Accurate Bite 4 (short), poison 2 for 2 turns Armor None Defense −3 Toughness 10 Pain Threshold 4 Equipment None Shadow Darkish green (corruption: 4) Tactics: The mare cats sneak up on their targets to surprise them, then move during the combat to keep the Advantage by flanking the victims. 220
Aboar Wild boars are not a rare sight for travelers in Davokar, especially not out east in the territory of clan Vajvod where they are hunted for meat and tusks. It is also the vajvods who have fostered the tradition of once a year, during winter when the snow makes tracking an easy task, sending a group of select warriors deep into Davokar, hunting the Aboar. This mythical giant swine is said to be related to the liege trolls and even outshines them when it comes to both cleverness and brutality. Only on a couple of occasions have there been credible reports of villages, outposts or travelers that have been attacked by an aboar – maybe because all potential witnesses have died in other attacks. On the other hand, it is far from unusual to hear farmers and others who work close to Davokar tell of strange happenings; occasions when they all of a sudden have found themselves being watched by some staring aboar, standing still at the forest edge or somewhere out on their farmlands. And none of the storytellers have the slightest doubt that a calculating and rational intellect hides behind the monstrous hog’s wrinkled forehead. Aboar Race Beast Resistance Challenging Traits Armored (II), Natural weapon (II), Robust (III) Accurate 10 (0), Cunning 10 (0), Discreet 7 (+3), Persuasive 5 (+5), Quick 13 (−3), Resolute 11 (−1), Strong 15 (−5), Vigilant 9 (+1) Abilities Iron Fist (adept) Weapons Strong Tusks 10 (short) Armor Swine skin 7 Defense +1 Toughness 15 Pain Threshold 8 Equipment None Shadow Deep red, with faint streaks of rust in the red (corruption: 3) Tactics: The Aboar uses diversion attacks to try to scare the enemy away from its territory; if that fails the giant boar trusts that its tusks, reflexes and thick hide are enough to plow down any aggressor. 221 MONSTERS & ADVERSARIES 23
Reptiles Category: Beasts The question of whether or not there are dragons in Davokar is much debated. Some pundits claim that barbarian legends, reports from deep-reaching expeditions and, not least, details in Symbaroum’s architecture prove that dragons are a reality. On the other hand, their opponents argue that the barbarian tales really are about lindworms, that all self-professed witnesses have lost their minds and that any dragon-like details on the ruins of Symbaroum can hardly be taken as evidence since similar motifs could be seen in Alberetor without any real dragons to inspire the artists. The debate will likely continue and for the time being the Ambrian artists have smaller and more beastly reptiles to use as models for their dragon motifs. And there are plenty of them around, in the form of serpents and lizards and not least the turtles dwelling in the region’s waterways. Many of the reptiles are venomous and almost all of them have been singled out as embodiments of Darvokar’s darkness by the Church of Prios – a circumstance explained by First Father Jeseebegai as related to the fact that they are especially sensitive to the natural corruption permeating the grounds and waters of the forest. Kanaran Up to six paces long, the serpent called Kanaran or Restrictor specializes in attacking humanoids, and especially humans. It prefers to attack sleeping victims and has the ability to strangle and slither away with its prey so quietly that any companions of the victim never wake up – making for great cautionary tales to be told in combination with the suggestion never to be without a night watch while journeying in Davokar. But the kanaran can also be a real threat to humans who are awake. Entwined by the serpent, hindered from using arms and weapons, the victim has no chance to defend itself and is soon strangled to death. Even worse is that the sly snake can maneuver a tangled victim to protect itself from others who try to rob it of its meal. Lindworm They are few and far between, the Ambrians who can claim to have met or fought a Lindworm and lived to tell about it. They have neither wings nor legs but are said to share some traits with the fabled dragons, in that they are both cunning and capable of utilizing mystical powers. Indeed, the stories show some variations, which could be interpreted as evidence that individual specimens differ from each other in terms of both intelligence and magical abilities. A widely renowned, if still unconfirmed, example of the intelligent kind is the serpent who is said to act as something of a spiritual guide for the northern clan Gaoia. Chieftain Rábaiamon as well as the keeper of the clan maintain that their decisions are guided by an elderly and infinitely wise lindworm called Grandfather Lint. But despite a handful of visits with promises of increasingly lavish compensation, the representatives of Ordo Magica have been denied a meeting with the oracle – a fact which has made the more skeptical among the wizards question the existence of the serpent. THUS SPOKE AROALETA “… and under moss and roots, under the trails of crawlers and wrigglers, there are caverns basking in the gloom of the underworld; there thrive implings and the bone pale; there the blight grows on rocky walls and abominable shells; there the weepers walk in the Halls of a Thousand Tears, round and round a well about to overflow …” 222
Kanaran Race Reptiles Resistance Challenging Traits Armored (III) Accurate 5 (+5), Cunning 16 (−6), Discreet 11 (−1), Persuasive 7 (+3), Quick 14 (−4), Resolute 9 (+1), Strong 10 (0), Vigilant 10 (0) Abilities Acrobatics (master), Exceptionally Cunning (novice), Exceptionally Quick (novice), Strangler (novice) Weapons − None Armor Snake skin 4 Defense −4 Toughness 10 Pain Threshold 5 Equipment None Shadow Bright green, like a swaying tree crown during high summer (corruption: 0) Tactics: The kanaran sneaks up on solitary victims and strangles them. Desperate snakes can attack an individual traveling with a group and then use the target as a shield during the attack; in such cases the kanaran usually strangles the whole company before it starts to feed. Lindworm Race Reptiles Resistance Strong Traits Armored (III), Enthrall (III), Long-lived, Robust (III) Accurate 7 (+3), Cunning 9 (+1), Discreet 5 (+5), Persuasive 11 (−1), Quick 10 (0), Resolute 15 (−5), Strong 13 (−3), Vigilant 10 (0) Abilities Iron Fist (master), Natural Warrior (master) Weapons Strong Bite 14 (short), or 2 attacks at the same target with damage 12 and 8 Armor Scales 8 Defense +4 Toughness 13 Pain Threshold 7 Equipment None Shadow Emerald green, like the leaves on an ancient oak, hypnotically rustling in the summer breeze (corruption: 0) Tactics: The lindworm is old and sly and will not fight if it knows it cannot win, or if there is nothing to gain. It prefers to enthrall its victims to learn about them, thereby finding out which one is the strongest. After that, the serpent is not afraid to let its fangs end the discussion. 223 MONSTERS & ADVERSARIES 23
Winged Creatures Category: Beasts The sound of flapping wings means very different things depending on where in Davokar you are. In the outskirts the tree tops are full of beautiful and colorful songbirds, also appreciated for their eggs and tender meat. Further in you have to be very careful not to end up as a pre-chewed piece of meat in the mouth of some tiny monster hatched from the aforementioned egg. And it is not only various monstrous bird beasts that you have to watch out for. Just as there are a number of oversized amphibians and spiders in Davokar, the forest also contains a variety of winged insects large enough to bite the head off both humans and ogres. According to some legends, nuisances like the Dragon Fly and the butterfly-like Swarmer were actually created by the magicians of Symbaroum. But the official position of both Ordo Magica and the Sun Church is instead that such creatures have developed from ordinary insects because of long-term exposure to the corrupt nature of Davokar. Regardless of which theory is correct, there are good reasons for travelers with experience from journeys in Davokar to feel sick when hearing f luttering wings, even long after they have returned from their forest expeditions. They may be small and harmless one by one, but to survive an encounter with a swarm of violings is not easily done. 224
Violing Huge flocks of the large crow bird known as the Violing or the Smirch roam Davokar, and can also be seen across the lowlands and the mountains. Such a flock can often be heard from a distance, where they sit in the tree tops screeching to each other. Many fortune-hunters have testified about attacks from rage trolls preceded by shrieking violings; that the bellowing of the trolls followed as the birds went silent. It is also said that the witches can foretell where a battle or feud will take place by reading the cawing of the flocks, as if the birds had the ability to predict upcoming outbreaks of violence. Maybe it is as some have claimed: that a violing is born when a normal crow has been ignorant enough to hack meat from a corrupt abomination… And it is not only the screeching of the flocks which should be read as a bad omen; the same goes for their silence. Sometimes the violings decide to hunt for living prey and when that happens the wanderer gets no warning except for the grave-like silence which occurs when the tree tops are filled with motionless, dark shapes that watch the victims approach with blood red eyes. Other tales tell of instances where a number of flocks have joined together and attacked larger settlements on the lowlands. Blackmoor was only a couple of years ago victimized by such an attack. Eyewitnesses maintain that the whole sky over Thistle Hold grew black with thousands of violings who for a few heartbeats danced in the air before moving to strike. Dragon Fly The treacherously beautiful dragon fly is probably the most devious slayer of the woods. Fully grown it is large as a well-built human and its jaws, full of needle-sharp teeth, can be opened wide enough to devour a goblin whole. Its two wing pairs emit a soft humming sound which most often is concealed by the rustling of leaves, so the inattentive may happen to come very close to the hovering hunter before discovering it. By then it is often too late, since the lighting fast attacks and retreats of the dragon fly can exhaust even the sturdiest of warriors. The person who is about to venture into Davokar for the first time and who is wise enough to ask for advice always gets the same warning: what seems to be a cry for help can in fact be the alluring call of a hunter. There are numerous creatures in Davokar that make use of this technique, one of those being the dragon fly – they can alter their voice to impersonate a human child, crying and begging for help. However, they have not mastered the ability to pronounce human words, so in their case you only have to be careful of wordless moans. Violing Race Winged creatures Resistance Ordinary Traits Swarm (I), Wings (I) Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), Persuasive 7 (+3), Quick 15 (−5), Resolute 10 (0), Strong 9 (+1), Vigilant 11 (−1) Abilities Natural Warrior (adept) Weapons Accurate Beak 3, 2 attacks against the same target Armor None Defense −5 Toughness 10 Pain Threshold 5 Equipment None Shadow Blackish green, like tar bobbing on the surface of a pond (corruption: 6) Tactics: The violings swarm around their target, hacking at it with their beaks until it falls or retreating if the swarm thins out. When multiple swarms gather, they usually team up to attack the same victim. Dragon Fly Race Winged creatures Resistance Challenging Traits Natural weapon (II), Wings (III) Accurate 15 (−5), Cunning 5 (+5), Discreet 7 (+3), Persuasive 10 (0), Quick 13 (−3), Resolute 10 (0), Strong 11 (−1), Vigilant 9 (+1) Abilities Natural Warrior (master) Weapons Accurate Fangs 8, 2 attacks against the same target Armor None Defense −3 Toughness 11 Pain Threshold 6 Equipment None Shadow Shimmering green (corruption: 0) Tactics: The dragon fly makes use of its excellent flying ability, sweeping past the target, biting it, then continuing to fly out of range of any counter-attacks. It is not very smart, but shrewd enough to attack persons with ranged weapons first. 225 MONSTERS & ADVERSARIES 23
Blight Born Elk Race Abomination (once beast) Resistance Challenging Traits Corrupting Attack (I), Natural Weapon (II), Robust (II) Accurate 11 (−1), Cunning 7 (+3), Discreet 10 (0), Persuasive 5 (+5), Quick 13 (−3), Resolute 9 (+1), Strong 15 (−5), Vigilant 10 (0) Abilities Iron Fist (adept), Natural Warrior (novice) Weapons Strong Antlers 10, +1D4 in temporary corruption. Armor Elk Hide 3 Defense 0 Toughness 15 Pain Threshold 8 Equipment None Shadow Brownish black, like the hide of a decaying animal corpse (thoroughly corrupt) Tactics: None. The scent of living bodies drives the blight beast to attack, muzzle foaming with corruption. Blight Born Human Race Abomination (once human) Resistance Ordinary Traits Acidic blood (I), Natural weapon (I), Robust (I) Accurate 15 (−5), Cunning 9 (+1), Discreet 10 (0), Persuasive 5 (+5), Quick 7 (+3), Resolute 13 (−3), Strong 11 (−1), Vigilant 10 (0) Abilities Berserker (novice), Natural Warrior (novice) Weapons Accurate Claws 9 (short) Armor Leather apron 4 (Impeding) Defense +9, corrosive blood 3 for 3 turns Toughness 11 Pain Threshold 6 Equipment Tools and items related to its former occupation, 1D10 ortegs Shadow Fully corroded copper (thoroughly corrupt) Tactics: The abomination closes in on its victim and attacks with a passionate hunger. 226
Abomination Category: Abomination The Ambrians use the term Abomination for what the barbarians call Blight Beasts – creatures in some way associated with the corrupt darkness of Davokar. It is unclear if all abominations are related or if it would be more accurate to speak of different kinds of abominations, but both Ordo Magica and the Twilight Friars do all in their power to learn more about the phenomenon. In any case, the term covers a varied crowd of beings that seem to have one trait in common: they want to hurt humans; they wish for humans to ache, to suffer, preferably to die. And they wish this with such a passion that nothing else matters. You cannot reason with an abomination, nor compromise with or frighten them; the abomination appears to live for the destruction of mankind, one individual at a time, and it does not hesitate to destroy anything or anyone standing in the way. Blight Born Exactly when it happens is under debate, but at some point it seems as if persons or creatures plagued by corruption lose themselves to the disease. When it has gone that far, the physical appearance of the individual starts to transform. One who has browsed the book Hordes of the Eternal Night, written and illustrated by the Black Cloak Almagast, have seen widely different examples of bodily stigmata: extreme dehydration; oozing blisters; horn-like and tail-like outgrowths; bleeding mucosal membranes; withered or twisted limbs; blackened or albino-pale skin; furry hair growth on humans and loss of fur on animals. And when it comes to personality and temper the transformation is absolute – everything that remains is destructive: envy, anger, hunger, hubris and hatred. Blight born animals and beasts wander alone in the wilds, killing everything that comes in their way, growing bigger and stronger and spreading corruption through bites and scratches. Human abominations seem to hold on to some of their intellectual capacity and can linger in populated areas if they are careful. They keep in hiding, use infected persons as guards and couriers, and can with time surround themselves with a whole court of cultists obeying their every command. Sometimes, as in the notorious case of the widow baroness of the House Elsbet, it can take years before the source of corruption is revealed. 227 MONSTERS & ADVERSARIES 23
Primal Blight Beast Race Abomination Resistance Mighty Traits Acidic Blood (III), Armored (III), Corrupting Attack (III), Natural Weapon (III), Regeneration (III), Robust (III) Discreet 5 (+5), Quick 11 (−1), Cunning 9 (+1), Strong 18 (−8), Accurate 13 (−3), Vigilant 10 (0), Resolute 10 (0), Persuasive 7 (+3) Abilities Berserker (master), Exceptionally Strong (master), Iron Fist (master), Natural Warrior (master) Weapons Strong Claws 20 (long), or two attacks against the same target with damage 18 and 14, +1D8 in temporary corruption. Armor Blight Hardened Flesh 10, regenerates 4 Toughness/turn Defense +3 Toughness 18 Pain Threshold 9 Shadow The deepest black, a light-consuming stain on the midnight sky (thoroughly corrupt) Tactics: None. Its hatred towards all things living drives it to act without tactical concern – all that matters is destruction. Blight Born Aboar Race Abomination (once beast) Resistance Strong Traits Acidic Attack (II), Acidic Blood (III), Armored (III), Natural Weapon (III), Robust (III) Accurate 7 (+3), Cunning 10 (0), Discreet 7 (+3), Persuasive 5 (+5), Quick 13 (−3), Resolute 11 (−1), Strong 15 (−5), Vigilant 9 (+1) Abilities Iron Fist (adept) Weapons Strong Tusks 11 (long), +1D6 temporary corruption Armor Swine skin 8 Defense +1 Toughness 15 Pain Threshold 8 Equipment None Shadow A purple-black mass that bleeds black tears of the deepest corruption (thoroughly corrupt) Tactics: The blight-stricken Aboar snorts with longing to bury its tusks into warm flesh, and it never hesitates. 228
Primal Blight Beast However far the corruption has gone, the blight born are still recognizable for what they once were – human, ogre, troll or mare cat. But there are also scarce reports describing something else; something worse and more unnatural; creatures so alien and so hateful that they appear to embody the exact opposite of nature. It is speculated as to whether or not these primal horrors truly exist and if they in that case could be embodiments of the corruption itself; personifications of the hunger and the hatred and the wrath. Among the barbarians there is a long list of legends about Primal Blight Beasts and their origins. Most of them describe the abominations as born out of the marrow of something called the World Serpent, a mystical beast that according to some tales created Symbaroum. Others state that it was slain by Symbaroum’s first emperor or that it still bides its time somewhere under the high seat of Symbar. A totally different take on the origins of the primal horrors, is that they appear spontaneously in places where the corruption is at its strongest – in the ruins brooding on the darkest secrets, where puddles of acidic magic remain from the baneful practices of Symbaroum. Whatever the truth may be, both Ambrians and barbarians can count themselves lucky that the primal horrors prefer the dark depth of the forest instead of the sundrenched lowlands. Concerning Abominations and the Underworld Countless contradictory tales claim to relate the truth about the origin of abominations. Some maintain that they represent an ancient race which has been around since long before the Elder Folks saw the light of day. Others claim that they have been created or bred by elves or men, by accident or knowingly and with some malicious intent. Among the Elder Folks a common notion seems to be that the origin of abominations is directly linked to the fall of Symbaroum. One must of course bear in mind that those stories most often reach Ambrians via the throats of barbarians or goblins. But that being said, many of these old tales describe how the warlocks and alchemists of Symbaroum did horrible experiments, utilizing the supposed Pure Magic to upset the natural order, thereby giving rise to the abominations. True or not true, a majority of the age-old legends also refer to something which is sometimes called the Underworld, sometimes Underhill, sometimes the Abyss. Supposedly there is a whole world beneath the roots of Davokar, filled with tunnels, sunken ruins, lakes of acidified magic and far worse phenomena than that. And there are actually some Ambrian explorers who claim to have wandered through this hidden realm, often after having descended into one sinkhole or another. But even if the authorities at Ordo Magica allow that there may exist local underground complexes, there is no one who would agree that the entire forest can be undermined by a vast “Underworld”. As Seldonio himself once put it: “Ludicrous, my dear Baron, what you claim is pure nonsense!” 229 MONSTERS & ADVERSARIES 23
Undead Category: Undead Ambrians are not unaware of the fact that what has died is not necessarily gone – The Great War meant two decades of battles against the Dark Lords’ undead and fettered spirits. But the region north of the Titans has proved to exceed their previous experiences, in terms of darkness and evil as well as when it comes to fertility and vitality. The undead are not automatically hostile towards the living, though they tend to be irritable and prone to jealous rage. Some undead are even said to be able to communicate with the living, and the Sun Church has openly accused Ordo Magica of having a heretical branch specialized in hunting down and conversing with the dead. The members of the Order deny it emphatically but Seldonio has also publicly and humorously thanked the First Father for the tip – if it was possible to communicate with lingering spirits of those who were alive during the days of Symbaroum it could very well lead to vital insights and the revival of old truths regarding the true nature of magic. Frostlight As night falls over Davokar’s border regions the frostlights come floating through the air: small shapeless fields of flickering, pale blue light hunting for the warmth of the living. At times they come drifting in great crowds that travel unhindered by walls and stockades. The barbarians claim that the frostlights are the souls of stillborn children desperately searching for closeness, and that they do not realize that their touch is harmful. An event which supports that belief occurred in Yndaros the other year, as the previously rare frostlight victims multiplied after an outbreak of the Pale Sickness which meant that many pregnancies were terminated prematurely. Dragoul That the dead can be resurrected is nothing new to the Ambrians, who met such creatures by the thousands in the Great War. With dark mystical powers the Dark Lords awakened fallen warriors to life and forced them to battle their former allies. The Ambrians still use the Dark Lords’ name for these walking dead, Dragouls, despite the fact that the deadwalkers of the Promised Land differ from the former horror. During The Great War, Pansars and theurgs met the undead on the battlefield, always awakened by some malicious wielder of mystical powers. But nowadays it seems as if they can appear just about anywhere, as soon as someone has died – a sick nobleman in his bed, a victim of Dragoul Race Undead Resistance Ordinary Traits Undead (I) Accurate 9 (+1), Cunning 7 (+3), Discreet 10 (0), Persuasive 5 (+5), Quick 10 (0), Resolute 13 (−3), Strong 15 (−5), Vigilant 11 (−1) Abilities Iron Fist (adept), Shield Fighter (novice) Weapons Strong Rusty sword 7 Armor Studded leather 2 (impeding) Defense 0 (shield) Toughness 15 Pain Threshold — Equipment 1D10 ortegs Shadow Yellowish gray like dead skin, with dark spots that grow as the undead body slowly rots (thoroughly corrupt) Tactics: The undead ventures forth according to the will of its creator or on its own, always hunting for warm flesh and fresh blood. Frost light Race Spirit Resistance Weak Traits Alternative damage (I), Spirit form (I) Accurate 10 (0), Cunning 9 (+1), Discreet 11 (−1), Persuasive 5 (+5), Quick 13 (−3), Resolute 15 (−5), Strong 7 (+3), Vigilant 10 (0) Abilities None Weapons Accurate Touch of death 3, ignores armor, damages Strong Armor None, half damage from normal weapons Defense −3 Toughness 10 Pain Threshold — Equipment None Shadow Ashen gray with black flakes (thoroughly corrupt) Tactics: The frost lights are drawn to heat and suck the strength out of anyone they touch. They do not make any tactical considerations in their hunt for bodily warmth and comfort. 230
231 MONSTERS & ADVERSARIES 23
Necromage Race Spirit Resistance Challenging Traits Alternative damage (III), Spirit form (III), Terrify (II) Accurate 10 (0), Cunning 9 (+1), Discreet 11 (−1), Persuasive 5 (+5), Quick 13 (−3), Resolute 15 (−5), Strong 7 (+3), Vigilant 10 (0) Abilities Mystical power (Bend will, adept) Weapons Accurate Wraith claws 5, ignores armor, damages Resolute Armor None, only mystical powers and magical weapons are harmful, only with half damage Defense −3 Toughness 10 Pain Threshold — Equipment None Shadow Dark gray, like thunderclouds in a cold night sky (thoroughly corrupt) Tactics: The necromage calls on its victims by bending their will, follows up by making them terrified and finishes them off with its claws when they are helpless. armed robbery in some city ally or a group of newly fallen clan warriors under the tree tops of Davokar. Thankfully, these horrible occurrences are so far rare, but the fact that they exist at all has made some theurgs loudly herald that the end of the world is near. For the barbarians, the dragouls are a new kind of horror, and therefore in some ways more terrifying than the abominations they know and have learned to combat. And since the dragouls appeared shortly after the first Ambrian intrusions into Davokar, the southerners have been given the blame for this unwelcome challenge in an already dangerous life in the woods. Necromage A Necromage is born when a sorcerer is killed and not buried in the proper manner, at least if you are to judge by the myths of old Symbaroum. However they arise, many a barbarian and Ambrian explorer can testify to the existence of this spectral being, often in a voice trembling with fear. The ethereal, half transparent and shapeshifting necromages seem to have a fondness for transforming into a colorless mirror-image of the one they meet. It is said that they primarily are hunting for company; that they try to lure travelers into their 232
lairs hoping for a brief time of companionship, until it grows tired and consumes the soul of the guest. There are other tales describing what happens when the enticement fails, that the necromage attacks, driving the victim insane with death cries before slicing flesh and spirit alike to shreds with its claws. Cryptwalker The ruins of Symbaroum are spread far and wide and burial grounds, tombs and mausoleums can be found everywhere in Davokar. What many treasure-hunters realize all too late is that the graves are often haunted by Cryptwalkers – shades that linger in their rotting or embalmed bodies and who react with wrath to every desecrating intrusion. There are also examples of cryptwalkers that have left their tombs and wandered straight into populated areas, either because they have gone astray or in the hunt for some treasure-hunter who has plundered their resting place. In Year 15 such a tragedy took place in Kastor – more than a hundred people died when something described as a “King Wraith” caught up to a grave robber in the marketplace, at the time of the harvest feast. Cryptwalker Race Spirit Resistance Strong Traits Gravely cold (III), Manifestation (III), Spirit form (III) Accurate 5 (+5), Cunning 10 (0), Discreet 7 (+3), Persuasive 10 (0), Quick 11 (−1), Resolute 13 (−3), Strong 15 (−5), Vigilant 9 (+1) Abilities Iron Fist (master), Twin Attack (master) Weapons Strong 2 swords 7/6 (balanced), two attacks against the same target Armor None, only mystical powers and magical weapons are harmful, only with half damage Defense −3 (two weapons) Toughness 15 Pain Threshold — Equipment Two wraith blades (quality: Balanced) Shadow Like a clear night sky, with faint light that does nothing but make the dark seem blacker (thoroughly corrupt) Tactics: The cryptwalker assumes that the enemy will have a hard time damaging it, until proven otherwise. Either way it uses its gravely cold power to paralyze enemies, then finishes them off with the swords. 233 MONSTERS & ADVERSARIES 23
he land you are leaving is barren and dead, ravaged by dark magic. Before you lies Ambria with its rampant rivers, bountiful forests and fertile soils, promising well-earned rest for weary souls. But will it deliver? The region you are headed for is ancient. Under the sublime surface, age-old conflicts still run hot and the northbound refugees gush out over the landscape like lamp oil over a smoldering hearth. A wintry breeze follows you and your companions through the Titans, the mountain range separating the dead Alberetor in the south from Ambria up north. It is still far from certain that you will reach your destination. Many of your exiled brothers and sisters have perished on the way, from hunger or exhaustion or in the jaws of predators roaming the wilds. And for you there is yet another cause for concern – some of your companions claim to hear a whispering voice in the gusts of snowy mountain air! T
T H E P R O M I S E D LAND ADVENTURE:
This initial chapter includes a narrative tutorial meant to illustrate how the communication between a player and the Game Master may flow during two sequences of play. The text can be read by both players and Game Masters, but it is primarily written for the latter as it is based on scenes from this adventure. Hence, the players should not be given access to the text before their characters have made it through the mountain pass. After the narrative tutorial, nine premade characters are presented, for the players to copy or use as inspiration when filling out their character sheets. Among them there are both individuals who originate from the Davokar region, and some who have never set foot north of the Titans. The adventure that follows after the premade characters is divided into three chapters, in turn broken up into a number of scenes. For the benefit of inexperienced Game Masters, the Promised Land has been constructed as a linear story with scenes that follow each other like pearls on a string – something which delimits the options of the player characters and thereby makes the task of the Game Master less complicated. However, role-players are of an unruly breed and not easily controlled. Naturally, the player characters may act in a way which is not covered by the manuscript, in which case the Game Master must be prepared to improvise and gently guide them back to the main path of the adventure. The chapters of the Promised Land may be summarized as follows: Chapter 1: Onwards to Yndaros When the game begins, the player characters are held up south of the Titans, in a caravan camp full of stragglers looking for traveling companions to accompany them on the journey over the mountains. The chapter introduces the mood of the setting as well as the basic rules of combat. Furthermore, the player characters are given a reason for why they are leaving the south and a hint of what they are headed for: the ample fields and swaying forests of Ambria. Chapter 2: In the Company of Thieves Chapter 2 is focused on teaching the rules of problem-solving. The players will also receive a deeper understanding of the setting, not least of The Promised Land Welcome to the Promised Land, the tutorial adventure for Symbaroum. Our aim is that it should provide a balanced introduction to the rules and setting of Symbaroum, suitable for experienced role-players and beginners alike. The adventure deals with a perilous journey through the Titans. The player characters can be Ambrians about to make their first contact with Queen Korinthia’s new realm or travelers from the north who so far have kept some distance to the newly established civilization. In that way none of them know much more about Ambria than what is detailed in the first section of this book. 236 THUS SPOKE AROALETA “… and king upon king sent his people to die, in wave upon wave over rolling plains; men and women on whose broken hulls, an imposing realm was built. Such was the foundation of Symbaroum: built with flesh and blood.”
the hardships associated with traveling: newly made player characters are competent but far from full-fledged heroes who can do whatever they like without risking their lives. The world will prove to be bigger and darker than they imagine, despite previous encounters with the hordes of darkness. Chapter 3: The Toll of the Mountains In Chapter 3 the adventure reaches its climax, with scenes where the rules of combat and problem-solving are mixed with pure roleplaying. The player characters are harshly greeted by the north, as age-old conflicts meet up with them on the mountain road. Ambria is both beautiful and fertile, especially compared to the dead lands they have left behind. But it is nonetheless wise to keep your hand close to the hilt of your sword. It is revealed that two of the player characters’ traveling companions have angered the Iron Pact by pillaging ruins in Davokar. The elves are far from delighted. In fact, they are prepared to slaughter a whole caravan of innocents to make the plunderers pay and to stop the blight from spreading. What slumbers in the murky deep of Davokar must not be awakened! Narrative Tutorial The rules of Symbaroum are easy to use once you have learned how they operate. Basically, the player character has eight attributes with a value between 5 and 15. When faced with a challenge in the game world, the player must roll a twenty sided dice (D20). In order to overcome the challenge the dice must land on a figure which is equal to or lower than the player character’s value in one of the attributes. For instance, if the character tries to do something which requires him to be quiet or cautious the attribute Discreet is used; if he or she searches for something or is on his guard then Vigilant is the active attribute. However, there are two aspects that add to the complexity. First the Abilities, which represent the particular skills of a player character. Abilities sometimes open up the possibility for the player to use another attribute than the one which seems natural in a certain situation. A common example occurs when it is time for combat. In order for the player character to hit an opponent with his weapon, the player normally rolls the die against the attribute Accurate. But if the character, for example, masters the ability called Iron Fist he can choose to roll against Strong instead. In the same way, the ability Feint makes it possible to role against the character’s value in Discreet and the ability Dominate against the value in Persuasive. To be sure of what applies in different situations both the player and the Game Master must study and learn how the various abilities operate. The other complication has to do with the fact that many challenges become easier or harder depending on who or what the character interacts with. Sneaking past a guard is for instance easier or harder depending on how Vigilant the guard is. And to hit an enemy with a sword can be more or less difficult depending on how Quick the opponent is. Rule-wise this is achieved by modifying the value that the player must roll against, most often in a way which is directly related to the attribute values of the opponent. In concrete terms: If the aforementioned guard has the mediocre value of 10 in Vigilant, no modification is made (±0); if the guard is very absentminded and only has 5 in Vigilant, the player gets to add 5 (+5) to the attribute he must roll against; and should the guard be so alert that he has 15 in Vigilant the player must subtract 5 (−5) from the value he must roll against with the D20. Now, let us accompany the ogre Grumpa, the example character in the Core Book, as she tries to convince the caravan master Argasto that she should be invited to tag along on the journey over the Titans (see page 245). She is facing a guard, dressed in a scale mail armor and carrying sword and shield. Grumpa is of course equipped with her leather apron and has armed herself with a long staff. Relocating the scenario The basic premise of the adventure – the journey from Alberetor to Yndaros – is pointless if the player characters are already in Ambria. If that is the case, some changes must be made, but it is still possible to keep the core of the adventure relatively intact. Tentatively the characters could instead depart from Yndaros, with Karvosti or Thistle Hold as the final destination. The mountain pass could be made into a lengthy valley and the snowstorm in Chapter 3 into heavy rains or a hailstorm. What to make of Chapters 1 and 2 is less evident; the theft of the Sun Stone is less alarming if it does not threaten the caravan. But if one or more characters are tasked with bringing the stone from an Ordo Magica chapter to the destination, some of the narrative pressure still applies and the scenes can run as intended. Chapter 3, which is based on the Iron Pact hunting abominations, is relevant no matter where in Ambria or Davokar the characters may be. 237 THE PROMISED LAND 24
Concerning the ← The arrow pointing leftwards and which is used in the formula for describing challenges means ”modified by”. Consequently, the formula [Quick←Accurate] means “Quick modified by (the opponent’s) Accurate”, a modification which can be either positive (+) or negative (−). First the turn order must be determined – that is, which of the two acts first – which is normally decided by looking at the opponent’s value in Quick. In this case both combatants have 10 in Quick, in which case the order is instead determined by the value in Vigilant. Grumpa has 9 in Vigilant, the guard 11. Hence, the latter is first to act. However, the first turn differs somewhat from those to come. Grumpa wields a weapon with the quality Long, which means that she first of all gets to make a Free Attack on the guard. The Game Master tells Grumpa’s player to role a die against Accurate, modified by the opponents Defense which is +1. The player picks up a D20 and will try to get a result which is under or equal to 11 (Accurate 10, modified by the enemy’s Defense +1). The player rolls 14: the guard deflects the staff with his shield and it hits the ground. Time for the adversary to retaliate! The Game Master tells Grumpa’s player to roll a die against her value in Defense, but modified by the enemy’s Accurate which is 13 and therefore gives a modification of −3. Ouch, the stout ogre is in trouble since she only has 6 in Defense. Because of the skilled opponent the player must roll under or equal to 3 to avoid being hit (Defense 6, modified by the enemy’s Accurate −3). The die lands on 7 and Grumpa fails to parry the swing. But that does not necessarily mean that she gets injured… The Game Master says that the guard’s sword deals 4 in damage. Luckily Grumpa is well prepared to handle that – she has the trait Robust which lets her ignore 1D4 damage each time she is hit, and she also has her apron that also protects for 1D4. Grumpa’s player rolls 1 on the first D4 and 4 on the second. When added together (1+4=5) and the result has been subtracted from the damage of 4 it shows that Grumpa is totally unharmed (damage 4, minus Grumpa’s Armor 5 = less than 1). And now it is her time to act! Instead of going for another swing with the staff the player wants Grumpa to make use of the mystical power Confusion. The Game Master says that a roll against Resolute has to be made, with a −2 modification; sure, the guard has 10 in Resolute (±0) but her Armor is impeding (−2). Hence, the player must roll under or equal to 13 (Grumpa’s value in Resolute). The dice lands on 4 and the confusion takes effect, but two additional rolls must be made. First the player rolls 1D4 to determine how much temporary Corruption Grumpa is afflicted by – she rolls a 3 and makes a note of that on the character sheet. Second, the player rolls 1D6 to determine the 238
effect of the Confusion (see page 133). The outcome is a 2 which according to the power's description means that the opponent becomes temporarily paralyzed. Next turn. This time around the length of Grumpa’s weapon has no effect, but since the guard is paralyzed it still is the ogre’s time to act. First the Game Master says that a roll against Resolute must be made (modification −2), to see if the Confusion will last for yet another turn. The die lands on 12 which means that she succeeds. With that done, the ogre lifts her staff into the air and bashes down on the enemy. The guard may be stunned but he gets to defend himself just the same – the Confusion only makes him lose his active actions, not the reactive ones such as Defense. The Game Master says that the same terms apply as before: the player must roll an 11 or less with the D20. The die lands on a 6. A hit! The Game Master tells the player of Grumpa that the scale mail armor of the guard absorbs 3 in damage. Grumpa’s staff deals 1D6 in damage and the trait Robust makes it possible for the ogre to deal 1D4 of additional damage once each turn. Since the fight is to be ended at “first blood”, the sum of the two die rolls must be more than 3 for Grumpa to be victorious. The player rolls the D4 and gets a 2. The tension is rising! The D6 lands on a 5. Hence, the total damage is 2+5=7, out of which 4 points (damage 7, minus the opponent’s Armor 3) affects the Toughness of the guard – a great hit that sends the bold warrior staggering backwards. Grumpa smiles smugly, looks at Argasto and mumbles: “Sorry, I didn’t mean to hit him that hard …”. A moment later... Later on, Grumpa has been asked to find the thief who has stolen the caravan’s vitally important artifact: the Sun Stone (see page 257). A traveling companion has helped her to track Keler to a ruined watermill but is afraid to escort her all the way – the capturing of the thief is a challenge that she must deal with on her own. Grumpa’s player says that the ogre sneaks her way towards the ruin. The Game Master tells her to roll a die against [Vigilant −3]; consequently the die must land on a number less than or equal to 6 for Grumpa to succeed, since the ogre has the value 9 in Vigilant. The player rolls a 5, and the Game Master informs her that Grumpa notices a leghold trap hidden in her path under a thin layer of undergrowth. After having sidestepped the trap Grumpa sneaks closer to the watermill ruin. It is located about 20 paces from the forest edge – precisely as far as the ogre can get in one turn by using both her actions for movement (see page 158). Seeing that Grumpa is really bad at moving quietly (value 5 in Discreet), the player decides to make a run for it. The Game Master says that it is time for a roll against [Discreet←Vigilant] to determine if the person or persons inside the ruin take notice of the onrushing ogre. That is an impossible challenge, since Grumpa only has 5 in Discreet and the thief Keler has 15 in Vigilant, meaning a modification of −5 (Discreet 5, modified by −5 = 0). But Grumpa still makes it to the wall of the ruin; Keler has spotted her but is taken by surprise and unable to react until the start of the next turn. Just like in the fight against the caravan guard, the values in Quick are not enough to determine the turn order, but since the thief has 15 in Vigilant he may act first. He leans out through a hole in the ruin’s wall and shoots down at Grumpa. The Game Master tells the player to roll a die against Defense with a −2 modification, because Keler has 10 in Accurate and also an Advantage over her (see page 162). The player must roll 4 or under to avoid being hit by the crossbow bolt fired by Keler. The dice lands on an 8. The Game Master says that the bolt deals 7 in damage (5, +2 for the Advantage), after which the player rolls 2D4 to determine the value of Grumpa’s Armor – one D4 for the leather apron, and one for the trait Robust. The result of the die rolls turns out to be 2+4=6. After having subtracted the sum from the damage (7–6=1), it is shown that the ogre takes one point in damage, which is noted on the character sheet before it is Grumpa’s turn to act. From up above she can hear Keler starting to reload the crossbow and how he desperately cries (in the voice of the Game Master): “You will regret this! The undead Mal-Rogan will find you and chop you to pieces. Not even death could beat him; you think you are a match for Mal-Rogan, the Master of Death!?” Since nothing else is stated in the adventure, the Game Master tells the player that it only takes one Movement Action to reach the top of the ladder and thereby Keler. Why hesitate!? Grumpa storms up and the Game Master decides that the cowardly Keler throws the crossbow to the ground and raises his arms in the air. The ogre searches his clothes and finds the Sun Stone in a pocket inside the tunic. No die roll is required to find the stone, but the Game Master tells the player to roll a dice against Vigilant anyway, modified by −5. The player rolls a 12 which means that the ogre fails. Hence, Grumpa continues to examine the thief’s belongings without noticing the sounds from outside – sounds from the robbers that Mal-Rogan has sent to scout the watermill ruin and make sure that the coast is clear … Attributes and Modifiers Value 5 6 7 8 9 10 11 12 13 14 15 Modifier +5 +4 +3 +2 +1 ±0 –1 –2 –3 –4 –5 239 THE PROMISED LAND 24
Premade Characters The Promised Land can be played with any kind of characters but it is balanced for the ones described below. The three Ambrians – Orlan, Bartolom and Ansel – are particularly suitable for new players, since none of them have been north of the Titans and know as little about Ambria as the players themselves. The barbarians Kvarek and Karla as well as the ogre Rageor, the changeling Niha and the goblin Fenya originate from the north but do not know much more about Ambria and Korinthia's rule than the newcomers. Kvarek, barbarian mercenary “What’s in it for me?” You have walked the path of steel from early childhood, as a member of the proud clan Jezora. But ever since your clan was annihilated by Ambrian forces a dozen years ago you have wandered alone – most likely as the only surviving Jezite. You have leased your weapon to the highest bidder, Ambrian or barbarian, but the constant warring has begun to eat at your soul. And you are plagued by a nagging conscience due to the fact that you survived when your brothers and sisters followed Chieftain Haloban into death. It is time to retire. You are probably employed as a caravan guard, hoping that it will prove to be a low-risk job that lets you earn enough to eventually stop working and settle down somewhere close to the forest of Davokar. On the way south you may have befriended some or all of Rageor, Niha, Karla and Fenya. Orlan of the House Daar, Pansar “You have my word!” You are the youngest son of a – besides you – extinct house of nobility. The estates and your relatives perished in The Great War; you were accepted into the ranks of the Queen’s Pansars, thanks to your skills and your family name. After a time of service you have had enough of patrols and drills, and have resigned from the knights’ guard in order to find a purpose in life, perhaps even the strength to rebuild your house from its ruined state. You may very well have stayed behind in Alberetor as a member of the rearguard while the Queen and her people traveled over the mountains, possibly because you have a hard time leaving the tombs and lands of your family. Bartolom and Ansel can be old acquaintances of yours, maybe from the battlefield during the last clashes of The Great War. Rageor, ogre berserker “Annoy me not!” Many years ago you came wandering through Davokar nameless and blank, and were taken in by a witch who taught you to speak and behave. She never gave you a name, aware that you do not need one – after all, you know who you are and that is enough. Instead the servant of the witch named you, with a nickname to suit your temperament. Since then you have been known as Rageor, and when the witch died of old age you left the forest behind. Kvarek Race Human (barbarian) Traits Contacts (sellswords) Accurate 15, Cunning 9, Discreet 7, Persuasive 5, Quick 13, Resolute 10, Strong 11, Vigilant 10 Abilities Bodyguard (novice), Man-at-arms (novice), Shield Fighter (adept) Weapons Accurate Dagger 1D8 (short), Bow 1D8, Sword 1D10, Shield bash 1D4 (+chance to knock-down) Armor Crow armor 1D8 (cumbersome) Defense 11 (shield) Toughness 11 Pain Threshold 6 Equipment Pipe and tobacco, dice set, camp equipment, weapon maintenance kit, 9 shillings Shadow Blooming green (corruption: 0) Orlan of the House Daar Race Human (Ambrian) Traits Privileged Accurate 11, Cunning 7, Discreet 5, Persuasive 13, Quick 10, Resolute 10, Strong 15, Vigilant 9 Abilities Dominate (novice), Leader (adept), Two-handed force (novice) Weapons Persuasive Dagger 1D6 (short), Sword 1D8, Two-handed sword 1D12 Armor Fortified chainmail 1D8 (Impeding) Defense 6 (dodge) or 7 (shield) Toughness 15 Pain Threshold 8 Equipment Pouch with soil from the family residence in the south, camp equipment, weapon maintenance kit, 1 thaler and 5 shillings Shadow Gleaming silver (corruption: 0) 240
There seems to be much to learn about the world. You may have ended up south of the Titans by chance (“What lies down south?”), or because you previously befriended Fenya, Karla or Kvarek and just tagged along. A thrilling alternative is that the witch who raised you may have been killed by Templars. If that is the case you may very well be hunted by both witches and Black Cloaks who wish to know more about what the witch was doing or why she died. Ansel, theurg “Begone, skeptic!” You are a servant of the faith schooled in the Church of Prios, also a priest mage, one of few selected by Prios to be the light in the world. Your conviction may be unwavering, but your relationship to the Church is not: intrigues fester behind closed doors, sharp elbows and pure defamations are not uncommon in the struggle for positions in the Church hierarchy. You constantly struggle to determine what is the actual will of Prios and what is part of your superiors’ schemes. You are determined to stay a champion of the former and refuse to get dragged into the latter. You were probably one of those who stayed behind in Alberetor, by choice or on order, to look after some ancient temple to the Sun God. Now you have been called to close the temple gates for good and join your brothers and sisters up north. You are possibly familiar with Orlan and Bartolom, maybe after having served for a time in the same unit of Queen Korinthia’s proud army. Bartolom, Wizard of Ordo Magica “Interesting, this must be scrutinized.” You are a novice in Ordo Magica, Ambria’s biggest and most influential order of wizardry. When all others journeyed north you and your master stayed in Alberetor to study the dying earth, although you wanted nothing more than to tag along in search for the truth behind rumors about Davokar’s herbs and the magic of barbarian witches. Now that your master is dead it is time to put that plan into action. The first step is to locate your old colleague, Master Vernam who is said to live in Thistle Hold. The last thing your departed master asked of you was to bring the one true treasure of your tower to Grand Master Seldonio in Yndaros – the ancient artifact known as the Sun Stone. Once this is done you are free to do whatever you like, but you probably contemplate joining the chapter in Thistle Hold. You may be friends or acquainted with Orlan or Ansel. Ansel Race Human (Ambrian) Traits Contacts (the Sun Church) Accurate 13, Cunning 10, Discreet 5, Persuasive 15, Quick 7, Resolute 11, Strong 9, Vigilant 10 Abilities Leader (adept), Theurgy (novice), Witch Hammer (novice) Weapons Accurate Dagger 1D6 (short), Blessed warhammer 1D8 Armor Blessed robe 1D4 (flexible) Defense 8 (shield) Toughness 10 Pain Threshold 5 Equipment Worn copy of the Lightbringer (the holy book of Prios), camp equipment, 1 thaler and 3 shillings Shadow Shimmering gold, like the sun reflecting off a silver mirror (corruption: 0) Bartolom Race Human (Ambrian) Traits Privileged Accurate 10, Cunning 13, Discreet 5, Persuasive 10, Quick 11, Resolute 15, Strong 9, Vigilant 7 Abilities Alchemy (novice), Beast Lore (novice), Brimstone Cascade (novice), Medicus (novice), Wizardry (novice) Rageor Race Ogre Traits Long-lived, Pariah, Robust (novice) Accurate 10, Cunning 9, Discreet 5, Persuasive 7, Quick 11, Resolute 13, Strong 15, Vigilant 10 Abilities Berserker (novice), Twin Attack (adept) Weapons Accurate Dagger 1D6+1D4 (short), 2 swords 1D8+1D4 Armor Leather apron 1D4 (Impeding) Defense 8 (parry) Toughness 15 Pain Threshold 8 Equipment Self-made flute that only plays in minor, 4 ortegs Shadow Dark green like moss (corruption: 0) 241 THE PROMISED LAND 24
Magdala, barbarian witch “The spirits want it so.” You grew up in the shadow of Karvosti, the plateau of the High Chieftain in Davokar. Your initiation ended in tragedy as the ritual was cut short by an abomination sprung forth from the night-black forest. In the fight you found your inner beast, and because of that the leader of your hex circle has sent you south. You are deemed to be able to defend yourself against the depraved Ambrians, should the need arise. Your mission is to observe and to report back to the hex circle. Davokar is about to awaken, in part because of the newcomers, and the forces that work for a wakening must be found and fought. The Huldra on Karvosti is interested in everything related to the people of the Queen and may have tasked you with studying the ruined south in order to gain a better understanding of the Ambrians’ past. In order to avoid unwanted attention you may claim to be exiled after having violated some taboo. Or you may actually have broken some vow and willfully chosen to lay low far from the witches’ territory. You have probably met and familiarized yourself with others who have traveled south, most likely the barbarians Kvarek and Karla or Elder Folks like Rageor, Niha and Fenya. Niha, changeling con artist “You won’t regret it!” You were exchanged for your parents’ firstborn in a barbarian settlement, and from there it only got worse. “Mother” and “Father” had you work as an apprentice of the village tanner and sent you away as soon as your heritage became apparent. Since then you have learned to manage on your own, but you have always wondered why your elven kin gave you up. You have traveled the countryside of Ambria hoping to find answers, or at least some other outcasts to form some sort of communion with. If all else fails you have heard of a human named Vernam, who lives in Thistle Hold and is said to know much about elves. You may have ended up south of the mountains for various reasons, but most likely as the traveling companion of Rageor, Magdala or Fenya. If you have any friends it is because they are outsiders or because they may have knowledge about the elves that once abandoned you to the humans. Weapons Accurate Dagger 1D6 (short), Walking staff 1D6 (long, blunt) Armor Blessed robe 1D4 (flexible) Defense 11 Toughness 10 Pain Threshold 5 Equipment The Sun Stone (artifact, see page 257), camp equipment, aged sherry, 3 herbal cures, 3 thaler and 9 shillings Shadow Fiery copper (corruption: 0) Magdala Race Human (barbarian) Traits Bushcraft Accurate 10, Cunning 9, Discreet 7, Persuasive 5, Quick 13, Resolute 15, Strong 11, Vigilant 10 Abilities Natural Warrior (novice), Shapeshift (adept), Witchcraft (novice) Weapons Accurate Dagger 1D6 (short), Claws (in animal form) 1D8 (short) Armor Witch gown 1D4 (flexible), Skin 1D4 (in animal form) Defense 13 Toughness 11 Pain Threshold 6 Equipment Camp equipment, 2 thaler and 7 shillings Shadow Red with a few flakes of rust (corruption: 1) Niha Race Changeling Traits Long-lived, Shapeshifter (novice) Accurate 10, Cunning 7, Discreet 15, Persuasive 13, Quick 11, Resolute 9, Strong 5, Vigilant 10 Abilities Backstab (novice), Feint (adept) Weapons Discreet/ Accurate Dagger 1D6 (short), Walking staff 1D6 (long, blunt) Armor Studded leather 1D4 (Impeding) Defense 13 Toughness 10 Pain Threshold 3 Equipment Straw doll found by your crib (presumably left by the elves), camp equipment, 11 shilling and 3 ortegs Shadow Polished brass (corruption: 0) 242
Karla, barbarian Ranger “Silence, let the tracks tell their tale.” You are originally from Eastern Davokar but live in exile after a bloody misunderstanding with the son of the clan chieftain. The chieftain has many sons left but still holds a grudge, which is why you decided to explore the world outside Davokar. In truth you did not have much of a choice. Two of your problems were solved when you got employed with one of the caravans traveling back and forth over the Titans: for one thing it brings you far away from any vengeful relatives of the boy you slew, second it provides a welcome addition to your coin purse. You may have befriended other characters on the road south across the mountain, for example Kvarek, Rageor, Niha or Fenya. Fenya, goblin treasure-hunter “There you are, my precious treasure!” You were born and raised in the goblin village of Karabbadokk, where your family settled down when the rest of the tribe joined a band of robbers held up in the forests of Mervidun. When you could not find work in Thistle Hold, the alluring city in which you never got to set foot, you left Karabbadokk in search of a better life. You have to make haste – you have already reached the age of five and life is short! On your way south you met a grumpy old sow which you ensnared with your goblin magic and named Kverula. Over a short period of time the two of you have developed a deep love-hate relationship. Together with Kverula you have enlisted as mule keeper on a southbound caravan. During the journey you hope to recruit companions and gather funds for arranging a treasure-hunt into Davokar. Kvarek as well as Rageor, Magdala, Niha and Karla may very well have been approached on the topic, already on the road towards the dead lands below the mountains. Karla Race Human (barbarian) Traits Bushcraft Accurate 5, Cunning 7, Discreet 11, Persuasive 9, Quick 13, Resolute 10, Strong 10, Vigilant 15 Abilities Acrobatics (adept), Marksman (novice), Sixth sense (novice) Weapons Vigilant/ Accurate Crossbow 1D12, Dagger 1D6 (short), Handaxe 1D8 Armor Hardened leather 1D4 (Impeding) Defense 11 Toughness 10 Pain Threshold 5 Equipment Camp equipment, hunting snares, fishing rod, quiver with 12 bolts, 6 shillings and 6 ortegs Shadow Green like baby leaves (corruption: 0) Fenya Race Goblin Traits Pariah, Short-lived, Survival instinct (novice) Accurate 10, Cunning 5, Discreet 13, Persuasive 7, Quick 15, Resolute 9, Strong 11, Vigilant 10 Abilities Polearm mastery (adept), Ritualist (novice, Familiar) Weapons Accurate Dagger 1D6 (short), Spear 1D10 (long) Armor Leather gown 1D4 (Impeding) Defense 13 Toughness 11 Pain Threshold 6 Equipment Camp equipment, 3 ortegs Shadow Red as oxygenated blood (corruption: 1) Kverula, the wild sow Race Beast (sow) Traits Armored (I), Natural weapon (I) Accurate 11, Cunning 7, Discreet 9, Persuasive 5, Quick 13, Resolute 10, Strong 15, Vigilant 10 Weapons Accurate Tusks 1D6 (short) Armor Skin 1D4 (flexible) Defense 13 Toughness 15 Pain Threshold 8 Shadow Yellowish red, like aspen leaves in the fall (corruption: 0) On gender and names Feel free to change the gender of the premade characters if you wish. Below are suggested names for the example characters with their genders switched: Kvarek becomes Kvara, Orlan becomes Oria, Ansel becomes Anselma, Bartolom becomes Bartala, Magdala becomes Magbrod, Niha becomes Niho and Karla becomes Karlas. Both Rageor and Fenya remains the same regardless of the character's gender. 243 THE PROMISED LAND 24
Onwards to Yndaros The player characters have for different reasons ended up in a caravan camp just south of the Titans. The camp spans a vast area, vegetated by slender trees whose leaves have started to shift in autumnal nuances. About forty wagons are parked in a random pattern and between them tents have been raised. Most of the tents are tiny and weathered but a few of them look like small palaces made of cloth – evidently belonging to some of the nobles who have waited until the last moment to leave their estates. In a dozen places fires are burning day and night, some of them surrounded by logs, others by more or less sloppily crafted benches. Most of the people in the camp give face to a mixture of sorrow, relief and hope. They are sad to have to leave the place where their family has lived for generations, where their ancestors are buried and where so much of themselves is tied to the earth, the landscape and the now abandoned buildings. They are relieved to finally be on their way, to have left the ash deserts of the south and reached the still living soils of the mountain region. And the hope they feel can be seen in their slightly curved lips; the hope that the world north of the Titans shall prove to be as flourishing and welcoming as everybody says. Scene 0: Beginnings Whether or not the player characters are acquainted with each other, it is suggested that they happen to meet while gathering around the same fire at the border of the camp. By the fire is also one or more of the persons who are to become their traveling companions, possibly the talkative coachman Telk, maybe also the pathfinders Belun and Ludo. The persons around the fire prepare their supper and discuss the latest in a long list of bad news: all The Lost Land Player characters who have been raised in some part of Alberetor or have been there some time all carry dark and haunting memories from the journey to the camp. South of the camp the ground has still vigor enough to nourish vegetation, but the crops soon to be harvested are not what they once were. The fields are sparsely vegetated by pale stalks with shrunken ears of grain; the orchards that used to be full of apples, lemons and sweet plums are all but naked; and scrawny cattle can be seen everywhere, grazing in the all but naked fields, roaming wild after being left adrift by their previous owners and caretakers. The ones who come from a place further south or out east have witnessed even darker scenes. In those places the soil is blackened and completely lifeless, often transformed into dusty deserts incapable of absorbing water from either rains or rivers. Abandoned cities, deserted residencies and castles, ghostly farms whose livestock enclosures are occupied by nothing other than carcasses – Alberetor is dead and all but gone. All that is left is what the people of Queen Korinthia carry with them on the journey over the mountains. 244
caravan owners have decided to make ready for winter on the south side of the Titans, because of the rapidly approaching snows. The question is if they are right in assuming that the mountain passes soon will be closed off or if there still is a chance to make it through before the winter reigns supreme. There is also time to talk about other things. The coachman Telk (or whomever makes the characters company) is a curious fellow and is not afraid to ask his new acquaintances where they are from and where they are going – a great opportunity for the players to “get to know” their own characters and introduce them to one another. After a while, yet another person joins the circle around the fire, Telk’s friend Keler. He is visibly exited and leans in to whisper something in the ear of the coachman. The character who succeeds with a roll against Vigilant can make out the essentials: there is one caravan owner who has decided to brave the danger and dare an attempt to reach Ambria before the snows. If none of the characters should hear what is said they will probably still understand what is going on – Telk brightens up like a midsummer sun, excuses himself and rushes to his tent to pack his belongings. The player characters can either extort the truth from the weak-willed Keler with a successful roll against [Persuasive +5], or they can without further ado tag along with the duo as they walk towards the northern part of the camp. There Master Argasto is preparing to leave, as soon as the next morning comes. Scene 1: The Tryout Argasto sits in his pavilion inspecting the inventory befor the trip. At the same time he takes the opportunity to interview potential companions. Outside a small line has formed, and in front of the characters stands Telk and Keler, maybe also Belun and Ludo. Both these couples can brag about having survived a number of trips over the Titans and will consequently leave the tent with bright smiles on their lips. Then it is time for the player characters to enter the pavilion. Master Argasto – a plump man in his fifties with rose-red cheeks, dressed in baggy clothes of felts and skins – ogles them briefly before returning to his list of equipment with a short: “Well?”. It is now up to the player characters to try to convince the caravan owner that they are suitable for a place in the traveling company, and that they will prove to be more useful than troublesome. When they have made their arguments he looks up: “Can you defend yourselves? I am not convinced…” He stresses that there is a limit to the number of people he can accommodate, and the ones who receive a spot need to be “individuals of importance”, meaning persons who improve his chances to get the wagons across the mountains. If the characters want to tag along they must prove themselves worthy by participating in a fighting test against some of his loyal caravan guards. He is not suggesting a fight to the death, only to “first blood”. Hence, the combatant who receives 1 point of damage or more to his or her Toughness must step aside and admit defeat. The fighting test takes place in light of the great fire outside Argasto’s tent, and before it starts the caravan owner loudly proclaims that he does not want to see a slaughter. Bruises and cuts are acceptable; more severe injuries must be avoided at all costs since he needs everyone fit to travel by morning! Whatever the outcome of the combat may be, Argasto will accept all player characters as traveling companions – he enjoyed the performance, even if they were defeated by the guards. Caravan Guard “I’ll be careful, I promise ...” A group of women and men (numbering as many as the player characters +1) of Ambrian origin, that all have survived a number of journeys over the mountains. They are tough fighters that never back down from a fight, even if they are lacking somewhat in terms of personal skill. Manner In the descriptions of non-player characters and creatures there is a characteristic called Manner. What is written there is a suggestion on how the Game Master can portray the person or creature in a way which both says something about the NPC and makes it easier for the players to distinguish between the figures they meet. Manner Grins confidently, swings their swords provokingly Race Human (Ambrian) Resistance Weak Traits Contacts (caravan guards) Accurate 13 (−3), Cunning 7 (+3), Discreet 5 (+5), Persuasive 9 (+1), Quick 10 (0), Resolute 10 (0), Strong 15 (−5), Vigilant 11 (−1) Abilities None Weapons Accurate Sword 4 Armor Scalemail 3 (Impeding) Defense +2 (shield) Toughness 15 Pain Threshold 8 Equipment 1D10 shilling, chewing tobacco Shadow Unpolished copper (corruption: 0) Tactics: The player character that seems biggest and strongest is initially attacked by two guards. Remaining guards move against one character each. 245 ONWARDS TO YNDAROS 25
In the Company of Thieves The second chapter deals with the hunt for and confrontation with a thief who is bold enough to steal the Sun Stone – an artifact that the caravan will have a hard time managing without as the winter takes its hold. Aside from a more or less challenging combat sequence the chapter also includes various forms of simpler problem-solving. The characters need to find out who the thief is, interrogate his acquaintances and finally track the scoundrel through the wilds. While trailing the thief they are at risk of triggering a trap and when they catch up to him there is the problem of approaching his hideout without being targeted. Argasto’s caravan has left the camp and the journey north has begun. The landscape is still forested, often so densely that the characters cannot see more than trees and the wobbling wagons on the road ahead. The journey goes slowly upwards, winding between wooded hills and shallow canyons. At times the wagons reach a crest from where towering mountains can be seen further north. The sun shines from a clear blue sky, as if the Sun God Prios has heard the travelers’ prayers for good weather conditions. Even Argasto seems at ease: “The Lawgiver’s face smiles warmly over the pass; that bodes well.” At dusk it is time to make camp, and the caravan forms a corral. The Ordo Magica novice Bartolom walks off to wash the road dust away in a nearby stream and shortly after that a cry is heard. The voice is Bartolom’s: “Thieves, thieves!” While the novice was bathing someone sneaked up and went through his coat – the Sun Stone was taken from an inside pocket! With the artifact gone the caravan may not be able to keep warm if the worst happens high up in the mountains. Argasto tells it like it is: “Retrieve the Sun Stone or we must turn back, favored by Prios or not!” Scene 2: Find the Thief It is easy for the characters to identify the thief, but harder to catch up to him. The villain is a mule keeper called Keler who has gone missing. His wagon team does nothing to try to hide his absence, quite the opposite. However, his best (and only) friend Telk is withholding some information, if he cannot be persuaded otherwise. There are two ways of finding the thief: they can either trail him from the crime scene, or they can convince Telk to speak up. After all, the Sun Stone may prove to be essential for the survival of them all. 246
Persuading the Thief’s Friend (Quick solution) Keler was part of a larger team but he primarily confided in another mule keeper, Telk. Telk knows that Keler is a thief and a liar but found the friendship heartening; he must be persuaded if he is to divulge any leads as to the whereabouts of Keler. Characters speaking to Telk (many can confirm that he was the one closest to Keler) have to pass a test against Persuasive to get information from the mule keeper: “Keler mentioned some kind of hideout hereabout; I can point you in the right direction”. That being done the trailing will become easier (see below). Trailing the Thief (Long Solution) The thief has left tracks that can be followed from the crime scene (the place on the riverbank where Bartolom left his coat). Keler has made an effort to hide the tracks and has also rigged a trap at the end of the trail (the trap is described in Scene 3) To trail the thief to the watermill ruin takes two successful dice rolls against [Vigilant←Discreet]. Each player gets one try; start with the one who is most Vigilant. Only one successful roll is needed if Telk gave them the clue. An alternative to tracking is to try to sense the direction to the Sun Stone by mystical means (characters with the ability Witchsight or some mystical power may try). In that case they may roll against [Resolute –5] the first time and [Resolute –3] the second to locate the ruin. The attempt can be made even if the characters earlier have failed to track Keler. When two tests have been successfully made (only one is needed if they have Telk’s information to go on) the characters arrive at the watermill ruin, where the second-rate thief Keler is waiting for his companions. Scene 3: Retrieving the Sun Stone Keler has rigged a mechanical leghold trap which is triggered if someone is inattentive enough to step on it. The characters detect the trap if the one who walks first makes a successful roll against [Vigilant −3]. When spotted, the trap is easily avoided. If the trap is triggered two things happen: The one who triggers it must pass a roll against [Quick −3] or take 4 in damage, and if damage is dealt the character gets caught until passing a roll against [Strong –3]. Whether or not someone gets damaged, the trap makes such a loud noise that Keler knows they are coming. If so, determine the turn order and start the fight with ranged weapons. Keler is at the top of the ruin with his crossbow loaded and ready. If the trap is not sprung, the characters may try to sneak up to and inside the ruin. For that a successful test against [Discreet –5] is needed, and remember that some armors may give further negative modifications. All who try to sneak must pass or Keler will notice them and start shooting at them with the crossbow. Keler, Second-rate thief “Please let me go, I will never steal again!” Keler sees himself as a misunderstood genius and in particular as a misjudged master thief. Due to his curiosity and watchfulness he took notice of Bartolom’s treasure, when the novice pulled it out of his pocket to warm his frozen fingers. In order to prove his superiority Keler decided to pinch the artifact and make for the hideout of the gang of robbers he once was a member of. There he is determined to wait for his former companions to arrive, hoping that they will regret kicking him out when he hands them the Sun Stone. The best plan he has had in years, according to himself. Manner Shifty eyes, stutters Race Human (Ambrian) Resistance Weak Traits Contacts (outlaws) Accurate 10 (0), Cunning 13 (−3), Discreet 11 (−1), Persuasive 7 (+3), Quick 10 (0), Resolute 5 (+5), Strong 9 (+1), Vigilant 15 (−5) Abilities None Weapons Accurate Crossbow 5, Dagger 3 (short) Armor Leather cuirass 2 (Impeding) Defense +2 Toughness 10 Pain Threshold 5 Equipment The Sun Stone, 3 thaler, lucky charm (dysfunctional), 12 bolts in a quiver Shadow Darkened silver (corruption: 0) Tactics: Keler fires his crossbow, then pulls his dagger. But as soon as it is evident that he will get hurt, he throws his weapons away and pleads for his life. Bartolom as a player character If Bartolom is under the control of a player some adjustments may have to be made. One alternative is to have another Ordo Magica novice along for the ride (Edira) and it is she who carries and gets robbed of the Sun Stone. Another way to handle it is to have the thief pick the pocket of the player character, maybe when he is sleeping or when someone has taken the opportunity to spill soup on his cloths so that he has to change. 247 IN THE COMPANY OF THIEVES 26
If the player characters close in on the ruin Keler shouts: “You will regret this! The undead MalRogan will find you and chop you to pieces. Not even death could beat him; you think you are a match for Mal-Rogan, the Master of Death!?” He will not enter into melee. Instead he throws both himself and the crossbow to the ground if the characters come close. The Sun Stone is in his pocket. If Keler is brought back to the caravan he will be the target of harsh words as well as of pebbles and dirt. Argasto will deprive him of food and tools and then send him into the wilderness as punishment for his crime. If the player characters should suggest some other form of reprimand, Argasto will concur with the argument since it was they who found the stone and captured the villain. Scene 3.1: Mal-Rogan arrives If the Game Master is on a mean streak or if the players choose to wait for Keler’s companions, a raggedy band of robbers soon arrives from the south along the overgrown footpath. A couple of robbers act as scouts and the leader follows behind – MalRogan may be undead but he is not stupid. Mal-Rogan, undead brigand chief “The Fire Stone is MINE!” The Queen’s guard Rogan Gorinder died in the war against the Dark Lords. He got an arm chopped off in combat, the wound festered and the healers were powerless to neutralize the black blood infection that coursed through his veins. But instead of dying, Rogan arose as an undead, with puss dripping from his truncated arm and with blackened veins visible on neck and temples. Why? No one knows, but Rogan took it as a dark sign that he had been chosen for greatness. Nowadays the robber baron calls himself Mal-Rogan and leads a band of robbers in the mountains where he grew up, dreaming of founding a veritable bandit kingdom. If the player characters cannot stop the blightstricken nobleman he will make a name for himself throughout the southern parts of Ambria, were he roams around as a raving horror leaving desecrated corpses in his wake. Expansion tip The undead Rogan can be used to complicate the life of the player characters for a very long time. After the encounter at the watermill ruin he may come to believe that the Sun Stone is vital for the success of his grandiose plans. If so, he will most likely trail the characters, to Yndaros and beyond, and grow into a remarkably tenacious nemesis. Prior to that he can appear when the characters are threatened by the elves (see Chapter 3), offering to help if they but give him the stone. Robbers (as many as the pcs) “Your money or your… or you die!” Pansar Rogan and Ambrian characters Player characters like Orlan, Bartolom and Ansel may very well have met or even been friends with Rogan in the past, making for an interesting reunion… Manner Speaks in a croaking voice, tilting his head back and forth Race Undead Resistance Challenging Traits Long-lived, Undead (I) Accurate 7 (+3), Cunning 5 (+5), Discreet 9 (+1), Persuasive 10 (0), Quick 11 (−1), Resolute 13 (−3), Strong 17 (−7), Vigilant 10 (0) Manner Stares with misty eyes Race Human (Ambrian) Resistance Weak Traits Contacts (thugs & brigands) Accurate 13 (−3), Cunning 10 (0), Discreet 15 (−5), Persuasive 7 (+3), Quick 10 (0), Resolute 5 (+5), Strong 9 (+1), Vigilant 11 (−1) Abilities None Weapons Accurate Crossbow 5, Spear 4 (long) Armor Leather cuirass 2 (Impeding) Defense +2 Toughness 10 Pain Threshold 5 Equipment 5 shillings, card deck or dice set, chewing tobacco, 6 bolts in a quiver Shadow Rusty iron (corruption: 2) Tactics: The robbers fire a salvo with their crossbows before attacking with spears. They try to stay alive while Mal-Rogan kills the enemies one by one. Abilities Curse (master), Exceptionally Strong (adept), Iron Fist (adept) Weapons Strong Spiked club 6 Armor Fortified chainmail 4 (Impeding) Defense +3 Toughness 15 Pain Threshold — Equipment His own mummified hand in a rusty chain around the neck (artifact, see page 257), 4 thaler Shadow Black as tar (corruption: thoroughly corrupt) Tactics: Rogan lets his followers attack first, while he puts a curse on what he believes to be the toughest enemy. When the curse has taken effect he moves in with his spiked club. 248
249 IN THE COMPANY OF THIEVES 26 2×2m N 2×2m THE WATERMILL RUIN The watermill was built long ago by some overly optimistic baron, hoping to colonize the mountains. Nowadays it is covered by moss and creepers and the mid-level floors have caved in so that only the stone-based top floor remains. The robbers use a ladder to get up there, a ladder that is too tall to be hoisted up or toppled inside the ruin. From the windows of the top-floor you have a good view of the surroundings. Leghold trap